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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Thu Oct 26, 2006 4:37 pm Post subject: Flat polys and flipped polys bugs |
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basic model of a first floor buiding, 4 seperate pieces within the .obj
drop (d) the floor of the building to UV space and it goes by-by,
never to be seen again.
any idears?
twocust |
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Thu Oct 26, 2006 5:14 pm Post subject: |
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hmmm...well, I flipped normals on the geometry, then re-saved.
opened it up again in UVLayout and dropped the floor again to UVedit.
still couldn't see it, so I scrolled waaaaay back in z-depth from
UV edit area and a blue line popped up (horizontal across the
bottom of the UV area, since it's orientation is horizontal instead
of vertical for the flattening algo). So I managed to flatten it, but
might come up again for others...
twocust |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Oct 26, 2006 7:38 pm Post subject: |
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Ha! Yes, its a bug. Its because the floor is perfectly flat to start with basically :-) Thanks for providing the problem file ... it saves me lots of time when trying to debug these things.
The fix will be in the next release, which looks like happening early next week now.
Phil |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Oct 26, 2006 10:44 pm Post subject: |
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OK, I've made that fix, but there is another problem with that mesh ... one wall has reversed vertex order, which has flipped the normals (thats why its shaded blueish when seen from the outside). The problem is that its connected to normally ordered polys, but UVLayout isnt detecting that theres anything wrong there. It should really detach that wall as a separate shell at least.
Anyway, I hope to fix that one too ...
Phil |
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Fri Oct 27, 2006 1:02 pm Post subject: |
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heh...glad I was able to provide you with some busy-werk.
I had to fix the vertex order in uvmapper-pro by just re-projecting it.
anyhow, thanks for having a look-see.
twocust |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Fri Oct 27, 2006 5:56 pm Post subject: |
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Here's a pic with your mesh loaded into UVLayout with the new "flipped polys" fix. I've made the "inside" faces bluer to make it more obvious whats facing out and whats facing in, plus it'll now show a magenta line at the boundary between the two. Like the blue boundary edges, these cant be welded across.
In a future release I hope to add some geometry editing, to flip diagonals, or weld across geometry seems etc, and part of that will be a vertex order flipper/fixer. But for now if you see something like this in your meshes, like you've already discovered, you'll need to fix in another program.
Phil |
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Sat Oct 28, 2006 10:13 am Post subject: |
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headus wrote: |
In a future release I hope to add some geometry editing, to flip diagonals, or weld across geometry seems etc, and part of that will be a vertex order flipper/fixer. |
This sounds like a very good idea and should add even more appeal.
Also, glad you've added the visuals for better understanding of what's going
on with the mesh...muchisimo grazie.
twocust |
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