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Vertices invisible, if they aren't attached to a face?
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  • eskil
  • Posted: 06 November 2007 07:04 AM
  • Total Posts: 18
  • Joined: 01 November 2006 05:30 AM

Back in the old days, up to and including MAX7 at least (not sure about MAX8), you could edit a mesh and see ALL vertices in sub-object level “Vertex”. That included “isolated vertices”, meaning those vertices that weren’t attached to a face.

But from MAX9 and including MAX2008, it seems those “isolated vertices” are now invisible. You can select them, if you can find them (hard when they are invisible), and you can use them when you create a new face in sub-object level “Face” (even harder!).

I can see all other vertices just fine, it is only the isolated ones that are invisible. I want to see them!

One detail - it is only in Editable Mesh this problem happens, in Editable Poly everything works just fine, all vertices are visible including the isolated ones. But I like some of the tools in the Editable Mesh mode, and I want to see the isolated vertices, there too!

I suspect a graphics card problem, maybe I need to update my graphics card drivers, I’ve asked the company IT guys do that (I don’t have the privileges to do that myself) but they seem to be slow in getting around to this. I tried both Direct3D and OpenGL, which both have this unwanted invisible vertices feature, but in Software mode the isolated vertices are visible. Which is why I suspect this isn’t a feature but a graphics card issue.  I have a ATI Radeon X1300 Pro with driver version 8.263.0.0 and driver date 2006-06-07. And it works nicely overall, except this minor thingy. Oh, and the computer is running Windows XP Pro SP2.

In the meantime, while I wait for the IT guys to get around to my graphics drivers, does anyone know if there is a magical checkbox or anything in MAX or in Catalyst or somewhere that might help? I have flipped pretty much every switch, but…

//Eskil



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I think I just noticed this problem too. I like when they are easy to see, but “remove isolated verts” should remove them from the mesh? Give that a go



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  • eskil
  • Posted: 06 November 2007 08:12 AM

Yes, “Remove isolated vertices” removes them, but I don’t want to remove them, I want to use them as a template for rebuilding an imported and unbelievably messy mesh with double faces, and faces that look like they are only two-sided instead of triangular (one very short side), and you name it. Rebuilding is faster than trying to unsort this mess… :(

I can do that in “Editable Poly”, but if I want to place my triangular faces one by one, I need four mouse-clicks per face in “Poly”, but only three in “Mesh”. So i can work in Poly, but with a 33% increase in mouse-clicks. I should have a 33% pay increase!

But thanks for your tip anyway, it does help in some situations, but not quite here!

//E



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I just used MAX10_32 to create a box, convert to editable mesh and went to ‘Create’ vertexes and created some.  Then I left sub-object mode and deselected the object.  Selected it again and went down into vertex subobject mode.  All vertexes are displayed including the ones I created.

So it looks like it’s working properly here.

This is with my QuadroFX 3450s in Direct3D mode.



Sincerely,

Mike Truly
--------------------------------------------
Truly Media
1.800.829.4990
http://www.trulymedia.com

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  • spacefrog
  • Posted: 06 November 2007 09:17 AM

be it a gfx-card issue or not....
just map a shortcut of your liking to “Display Vertex Ticks Toggle” ( i use “Shift-V” )
this way you can have Vertices shown whenever you like - even when not in SO mode.....



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  • eskil
  • Posted: 06 November 2007 09:41 AM

Mike, thanks for your reply! Now I at least know that isolated vertices SHOULD be visible in editable mesh mode! So there is a point in me trying to fix this, my MAX obviously isn’t working properly! Very appreciated!

Josef - I’ve tried the Display Vertex Ticks toggle - hey, I hadn’t noticed that the vertices display even when not in sub-object mode this way. Nice! My isolated vertices are still invisible, though, so it doesn’t really help with this particular problem. But it was a handy shortcut - I hadn’t noticed that you could map it up as a shortcut, and that it worked this way. Neat! Thanks for the tip, even if it wasn’t quite what I was looking for! I’m going to use this!

//E



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If it’s that messy try running the “STL check” modifier on it - it can find double faces, open edges etc…

worth trying over a remodel



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  • Location: West Midlands, England, UK
  • Total Posts: 14435
  • Joined: 06 August 2007 11:06 PM
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I’m seeing the same as Mike - in both Max9 and 2008, both in EPoly and EMesh.

Sure looks like a driver problem somewhere down the line.



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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