Reverse Edge Collapse I am trying to make edges such that parts of my mesh are smooth and rounded while others are sharper. Is there a way to perform an operation that does the opposite of an edge collapse? I guess the problem would be selecting which lines go to which vertex.

Edit:

Start like this:



and change it to this:
You can 'rip fill', with Alt+V. Once done you'll eventually need to remake quad : select the needed faces and Alt+J.