verts suddenly move out of place
- Shredder565
- Posts: 1102
- Joined: 02 Jan 2012, 20:04
verts suddenly move out of place
How come when I weld verts, other verts suddenly move out of place?
There are no envelope weights, or shape weights to make it move out of place. usually that's when it happens.
and i've frozen the model since. highly annoying.
There are no envelope weights, or shape weights to make it move out of place. usually that's when it happens.
and i've frozen the model since. highly annoying.
Re: verts suddenly move out of place
Do you use any modelling plugin? For example when I use MX roundish or Taut tool, this happens some times when modeling stack gets populated.
Re: verts suddenly move out of place
Symmetry on by mistake?
- Shredder565
- Posts: 1102
- Joined: 02 Jan 2012, 20:04
Re: verts suddenly move out of place
nope to both questions sadly.
I checked Symetry and it was off. I checked and unchecked other buttons, and nothing.
and now softimage 2014 is doing it on other scenes too, making it impossible to model properly.
So, I un installed and am reinstalling it now.
thankfully I have access to the educational software considering i am still learning..maybe I should finally upgrade to 2015. But the last time I tried it, it didn't work too great a year ago.
I checked Symetry and it was off. I checked and unchecked other buttons, and nothing.
and now softimage 2014 is doing it on other scenes too, making it impossible to model properly.
So, I un installed and am reinstalling it now.
thankfully I have access to the educational software considering i am still learning..maybe I should finally upgrade to 2015. But the last time I tried it, it didn't work too great a year ago.
- Shredder565
- Posts: 1102
- Joined: 02 Jan 2012, 20:04
Re: verts suddenly move out of place
still no luck with a reinstall.. this is kind of what it does. verts go all out of place when adding lines or welding lines.
Re: verts suddenly move out of place
Unfortunately, I haven't seen such a thing before.
Re: verts suddenly move out of place
I was able to reproduce this kind of bugged surface.(like in video)
Basically verts appear elsewhere when you try to draw on a polygon that is somehow already wrong or too complex.
You can see what is wrong after adding the bugged components, if you select this single polygon that got bugged (with polygon selection) , for example in my case i found that the polygon was flooding" in a nearby polygon, and it was actually one on top of the other. (because of too much freestyle painting, it got bugged)
If you want to fix your actual mesh without loosing it, delete all polygons that messing out with each other or seem wrong, and recreate them (with create polygon tool) but this time split the polygon in more parts, split in more parts is the key, try to preserve a topology that is "doable".
By doable i mean easy for the triangulator to not make mistakes.
make sure you avoid creating complex polygons, always try to keep a basic topology, you got to help the triangulating engine work properly.
---
The most simple case for the triangulator is a polygon with one of its vertexes that can "see" all outer vertexes in same polygon. Of course this rule might be too much. Cause triangulator can use more than one verts ,but is easy rule to remember and can keep you away from getting into more trouble.
Basically verts appear elsewhere when you try to draw on a polygon that is somehow already wrong or too complex.
You can see what is wrong after adding the bugged components, if you select this single polygon that got bugged (with polygon selection) , for example in my case i found that the polygon was flooding" in a nearby polygon, and it was actually one on top of the other. (because of too much freestyle painting, it got bugged)
If you want to fix your actual mesh without loosing it, delete all polygons that messing out with each other or seem wrong, and recreate them (with create polygon tool) but this time split the polygon in more parts, split in more parts is the key, try to preserve a topology that is "doable".
By doable i mean easy for the triangulator to not make mistakes.
make sure you avoid creating complex polygons, always try to keep a basic topology, you got to help the triangulating engine work properly.
---
The most simple case for the triangulator is a polygon with one of its vertexes that can "see" all outer vertexes in same polygon. Of course this rule might be too much. Cause triangulator can use more than one verts ,but is easy rule to remember and can keep you away from getting into more trouble.
- xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 03:08
- Contact:
Re: verts suddenly move out of place
What's the Taut tool ?gaboraa wrote:Do you use any modelling plugin? For example when I use MX roundish or Taut tool, this happens some times when modeling stack gets populated.
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: verts suddenly move out of place
Taut
;)Taut is a C++ modelling operator for straightening edges. It features an intelligent algorithm that searches your current selection for distinct lines, which allows multiple edges to be straightened at once. It also features three modes of operation that provide different ways of distributing the vertices along the lines.
Stay safe, sane & healthy!
Who is online
Users browsing this forum: Yandex [Bot] and 33 guests