Game Development Community

Fixing open edges!

by Tim Lei · in Artist Corner · 05/27/2002 (3:06 pm) · 1 replies

Hi, everyone. Thanks for your pervious help! I am about to export my first character. But problems come.

I used a STL checker to check my mesh for open edges before applying skinning. It found no error. However, after I applied skinning on my mesh, I ran the STL checker again, and got it reported: "Error: 114". Now my question is that
1: how can I fix the open edges reported by the STL checker?
2: How do I know which vertex has problem, and how to fix it quickly?
3: And finally, did the skinning process somehow modify my mesh's vertices and introduced errors?


Thanks for your reply in advance.

#1
05/28/2002 (7:42 am)
Errors that are found by the STL check modifier are relatively simple to find and solve.

Normally what I do is have the STL check above my "editable mesh" and then on the STL check I go through each of the error checking methods (ie. not the "everything" option). When you do this, the individual errors should show up in red, thus allowing you to find or track down the problem. Sometimes you might need to go into the vertex, edge, or face/poly mode of the Editable Mesh modifier and toggle the "show above stack" button to track down where some of the errors are.

An open edge can be caused by a lot of things such as: unwelded verticies, double faces on the inside of the model which prevents a weld from occuring, missing faces which results in a "hole" in your mesh.

As far as I know, Skin shouldn't be affecting your mesh at all because it is just a deformation modifier (ie. it just moves your verticies around based on the "bone" that is affecting that area of the mesh). If it is generating an error, then chances are that the error always was there.

Logan