Edge Detect copyright (c) 1998 Steve Hoefer
steve@balo.com

Edge Detect is an LScript that makes it easier to find holes in polygon meshes in modeler.

Lightwave [6] Compatibility: Yes, it works, but you probably don't need it. In fact you won't want to use it, it's so slow. (we're talking minutes to find a hole in a 200 polygon model...) Use that nice new interface to find holes in stuff.

Download Edge Detect here (edgedetect.zip 4K)

--Obligatory Disclaimer--
Feel free to distribute this as much as you want provided you don't a) charge money for it or include it in a product you charge money for, b) modify it in any way.  Feel free to modify it as much as you want for personal or in-house use, just don't sell it, or redistribute it.  This product is delivered as is, and I take no responsibility should anything bad happen while using it, including loss of soul, inverted karma or misaligned chi.  This product is not really supported.  If you're having trouble with it, email me, but don't expect a whole lot.  I'm not a software developer, and I don't want to be, I got work to do...

--why does this exist?--
I tend to model by brute force, and end up having weird holes in my models, just 1 or 2 polygons.  Sometimes it's easy to see the hole in the perspective view, but hard to figure out exactly where the hole is in the tangle of the mesh.  For example, look at this:

You can see there's a hole, but where is it? (yeah, this is a simple example, but I've had a long day...)
So I run my little LScript and *poof* whaddayaknow...


(note: the 3 2-point polygons selected to show where the hole is...)
 

--usage--
Edge Detect is a generic layout LScript, and it hasn't been tested on anything but on Lightwave 5.6 running Windows NT4.  Your luck may vary...

Anyway, put it wherever you like to have your Lscripts, and run it from Modeler (Custom->Lscript->Edgedetect.ls), put a mesh in a foreground layer and run the script.  It will give you a little progress bar to let you know it's still  working, and when its done it will tell you how many unattached edges it has.

To see where they are, deselect any select polygons, hit "w" to bring up the polygon statistics panel, select the "Naked Edges" surface, and "+" next to "With Surface".

Note:
1 and 2 point polygons are counted as "unattached" even if 2 pt polys are attached end to end...

Another note:
This really doesn't work well on models of any size because of the time it takes with larger files.  For example, here's some times on my Pentium II 350:
100 polygons: 5.6 seconds
200 polygons: 34.5 seconds
300 polygons: 2:06.2 seconds

I'll try to work up a faster version as soon as I remember how and have the time to do it...

Yet another note:
Make sure you delete all the polygons with "Naked Edges" surface if you don't want them in your final project...

I'm not offering any sort of technical, moral, or spiritual support for this thing, but if you still really want to get in touch with me, you can email me at steve@balo.com