Subject says it all.

  1. Create icosphere
  2. Assign all verts to vertex group.
  3. Poke all faces.
  4. I now want to select SOLELY the verts that were part of the pre-poked icosphere, and NOT select the newly poked verts.

It seems impossible. When I select my original vertex group, the poked verts are included even though I don't want them to be, and didn't manually assign them to the vertex group. Same problem happens with extrusion or applying subdivision surface.

Is there a secret "new verts don't inherit vertex group" setting I'm not aware of?

  • $\begingroup$ I was actually trying to replicate this Cinema4D tutorial in Blender: player.vimeo.com/video/204725055?autoplay=1 It makes use of an "editor keeps my old selection" ability of C4D that doesn't seem easy to duplicate in Blender. $\endgroup$
    – amonroejj
    Feb 19, 2017 at 18:29
  • $\begingroup$ This is harder than it should be-- it would be nice if poke faces followed the standard of most other generative tools, that leave only newly created verts selected. But using checker deselect->assign to v-group->poke->vertex weight edit with custom curve->clean (sigh) it is possible to end up with a v-group that contains only your poke verts. $\endgroup$
    – Nathan
    Sep 14, 2019 at 19:15

1 Answer 1


After 'poking' select one of the new vertices - ShiftG and choose Amount of Adjacent Faces then CtrlI to invert selection. Create new vertex group if necessary.

Should probably add that the behavior is the same as parenting - meaning the children inherit the vertex group of their parents...

  • $\begingroup$ That WILL handle the specific case I described, but my gut feeling is it doesn't generalize to all possible cases of adding geometry :( $\endgroup$
    – amonroejj
    Feb 20, 2017 at 2:03
  • $\begingroup$ :) I think your gut feeling is correct. $\endgroup$
    – Patdog
    Feb 20, 2017 at 6:59

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