Holes in meshes
by Neil Marshall · in Artist Corner · 02/19/2002 (2:52 pm) · 8 replies
I was reading through the max docs on how to make a character and it says "Check the mesh for holes and double faces.".
Is this just a guideline or will my mesh not import properly?
I left holes in my mesh at the ankles because I'm going to be adding shoes in the engine.
Is this just a guideline or will my mesh not import properly?
I left holes in my mesh at the ankles because I'm going to be adding shoes in the engine.
#2
It may export them, but they are a mess in the engine (huge jumble of polygons, half the normals flipped)
We had these problems, and fixing the holes fixed the mesh.
And fixing the hole does require re doing the skin modifier.
It's not that it won't export, it's that it might not work correctly, and if it doesn't work, you may have to redo a whole bunch. Try it and see if it works.
Joe
02/19/2002 (4:35 pm)
The exporter will choke on skinned shapes that have two (or more vertices) that are too close together. It may export them, but they are a mess in the engine (huge jumble of polygons, half the normals flipped)
We had these problems, and fixing the holes fixed the mesh.
And fixing the hole does require re doing the skin modifier.
It's not that it won't export, it's that it might not work correctly, and if it doesn't work, you may have to redo a whole bunch. Try it and see if it works.
Joe
#3
02/19/2002 (7:16 pm)
Due to the scale of scenes that are exported from Max I can definately see why this would cause a problem when it tries to export the data. Thanks for the tips there Joe.
#4
Does anyone here know how to adjust the accuracy in max? When I make my mesh so 1 unit = 1 meter I find that the accuracy is lost. I know I should adjust the slider in the prefs but I dunno how it works exactly (even after going through the help)
02/19/2002 (7:25 pm)
I've capped the holes for good measure.Does anyone here know how to adjust the accuracy in max? When I make my mesh so 1 unit = 1 meter I find that the accuracy is lost. I know I should adjust the slider in the prefs but I dunno how it works exactly (even after going through the help)
#5
3DStudion MAX...
BWAHAHHHAHAAAHAHAHAHHHH!
No, accuracy in Max sucks. I feel your pain. If you application requires it, find a workaround. I have a few that work for me. If you are specific as to why you need the accuracy, I must be able to suggest one that best fits waht you need it for.
02/19/2002 (7:43 pm)
Accuracy...3DStudion MAX...
BWAHAHHHAHAAAHAHAHAHHHH!
No, accuracy in Max sucks. I feel your pain. If you application requires it, find a workaround. I have a few that work for me. If you are specific as to why you need the accuracy, I must be able to suggest one that best fits waht you need it for.
#6
I can't work at that size because the mouse wheel zoom and other things are just too coarse.
02/19/2002 (8:05 pm)
Well, right now I'm working at any size, then when I go to export the object I'm shrinking it down to the size that torque requires it to be (1unit=1m so I'm usually working on objects which are <1m in size).I can't work at that size because the mouse wheel zoom and other things are just too coarse.
#7
Logan
02/19/2002 (8:19 pm)
Work big and then scale down (using the box trick) before you apply your skeletal deformation (with Skin) or export the model. That works the best for me.Logan
#8
I tend to get the feeling that T2/Torque has used the smallest sized models possible - giving everything a strange depth of field at 90degree FOV which isn't so apparent in other engines - I mean, you don't feel small but if you use external view on yourself while near objects, eveything else is HUGE and you ARE small.. Much smaller than in T1.. Well, I can't explain it yet.
02/24/2002 (5:01 am)
Isn't there a way to adjust the unit scale in max to make working with sizes less coarse? (good word).I tend to get the feeling that T2/Torque has used the smallest sized models possible - giving everything a strange depth of field at 90degree FOV which isn't so apparent in other engines - I mean, you don't feel small but if you use external view on yourself while near objects, eveything else is HUGE and you ARE small.. Much smaller than in T1.. Well, I can't explain it yet.
Associate Logan Foster
perPixel Studios
You can choose to ignore it if you like, but you should be on the lookout for possible problems that can arise when you start to deform your mesh or perform other operations on it.
Logan