I work with reconstructing fossil skeletons of human ancestors. Bones are usually incomplete and I need to assemble whole virtual bones from laser scans of different fossil parts of the bone I have scanned. How can I efficiently delete parts I don't need so that I can assemble whole virtual bones? I know it's easy to delete by bisecting, but that's not enough for what I need Does this image help explain what I wantto do?
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2$\begingroup$ could you please show a screenshot or something similar $\endgroup$– Nils EisenCommented Jun 12, 2017 at 11:49
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$\begingroup$ Thanks very much for your reply. I have added a screenshot annotated in Powerpoint $\endgroup$– RobinCommented Jun 13, 2017 at 15:29
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$\begingroup$ Similar to blender.stackexchange.com/questions/94065/… $\endgroup$– DontwalkCommented Jan 13, 2018 at 21:18
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$\begingroup$ Please avoid text that is relevant to the question as part of the image. It cannot be edited for clarity and, more importantly, search engines cannot read it. The post is less useful this way, other users with similar issues will have a harder time finding the information they need. $\endgroup$– user1853Commented Mar 21, 2018 at 19:00
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$\begingroup$ How is bisect not enough? That's the simplest thing that would do the operation you're requesting in the image-- it's hard to know what you're looking for without understanding why that doesn't work for you. $\endgroup$– NathanCommented Jul 2, 2018 at 17:50
2 Answers
Hope this helps:
You can try centering the mesh in an axis (X or Y most commonly) and then use numpad 1 or numpad 3 to get an isometric view of the mesh along that axis. (Depending on your blender config, you might need to also press numpad 5)
Then you can press z and tab to go into wireframe mode and edit mode respectively.
Once there, you can select whatever vertices are not needed (To select vertices you can use the hotkey ctrl+shift+tab and select vertices in the popup menu) and delete them. Then press tab again to go back to object mode and add a mirror modifier to mirror the whole "correct" side of the mesh along the axis you need. Fiddle around with the merge and clipping options to get whatever desired effect you were looking for.
You can use Shift+Ctrl+Alt+M to select non manifold vertices, essentially finding all holes and floating vertices in a mesh.