"Unsubdivide" = Reduce vertices in loops I have several strands of a ponytail shown in the image below (project file here). I made these by applying Curve modifiers to several Bezier curves. As you can see, each loop in the strands has way too many vertices inside (I must've incorrectly applied Subdivide and gotten myself more points in the loop as well as more loops). What is the safest way to reduce the number of vertices per loop while preserving the overall shape? Decimate and Limited Dissolve seem to get me messy results (e.g. incomplete loops that go, say, 50-75% of the way around), and Unsubdivide gets me a spiky-looking mesh. Thanks!
From MoonBoots' comment, Checker Deselect seems to be an effective solution. Ctrl+Alt+RMB over a perpendicular (non-loop) edge; Select -&gt; Checker Deselect; Select -&gt; Edge Loops; and delete edge loops. Under Checker Deselect, the N option determines deselect pattern (e.g. n=2 means -/+ and n=3 means -/-/+ if skip=1), and the Skip option determines number of adjacent edges to be included in that + (e.g. skip=2 means (+/+)/- and skip=3 means (+/+/+)/- if n=2). See video (does not demonstrate use of N and Skip options): https://www.youtube.com/watch?v=Yptda_yKQIU