Hi Jonah, the tricky thing is that Join is not really set up to work with a totally branching type structure like the mesh edges will create. To really streamline the number of objects it should probably try to find edge loops or stuff like that but I won't have time to make that kind of variant of join right now.
I just did a quick test, and with 100,000 lines it is sluggish but usable (~3fps) on my pretty basic system. With a really dense mesh you'll probably have to hide different parts and work just on one section at a time.
It can be hard to guess when to put up warnings for larger quantities of stuff because it is pretty machine dependent.
- Michael
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