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| Problem unioning objects.
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Thanks.
Author: neshtak
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| Replied: 03 December 2009 02:17 AM
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Maybe you could turn “edged faces” on, ‘cause it’s a little bit hard to make out, what those objects you are trying to unite actually look like.
Anyway, booleans are pretty much a beast to work with from the start. Thus your models have to fulfil a couple of criteria to minimize the chance to get totally screwed up in the progress.
- make sure none of the objects have any open edges and all normals are pointing to the outside.
- ideally all objects should have a “clean” mesh (no double vertices or stuff like this)
- try using “ProBoolean”, some of the bugs in the older “Boolean” object are fixed (and replaced by new ones)
- when using “Boolean”, try converting your objects into Editable Mesh, ‘cause both objects are from the same century and seem to work more smoothly with each other.
- and most importantly, try to avoid Booleans! ;)
good luck,
S.
max 2009/2010 on Windows 7 Professional x64
Quadro FX 570, Core 2 Quad Q6600 2.4GHz, 4Gb Ram
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Unfortunately I wasn’t able to edit my initial post, so here’s what happens.
I’m modelling an in-game level, and the dome is like a base for an underground repository.
The entrance is at the top of the tall tube from surface.
The model seems to meet all of the requirements, and also upon the use of “ProBoolean” the dome object dissapeared or vice versa, even though the “Operation” was set to “Union”.
Actually originally the dome was made in Blender, and then imported into 3Ds Max as *.3ds file.
Because of that, I assume, I can’t see the edges of the dome, only the extruded path from the dome to the box and the box itself have edges.
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Zip the scene and post it here. Looking at the state of the dome I’d seriously consider re-modelling it in Max.
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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If you zip files you can attach them - .rar won’t attach.
Is this intended to be seen from the outside, the inside or both? Because at the moment there are parts outside which can’t be seen from inside, but most of the polys are flipped - intended to be seen from inside. Also, the “circle” object does not have a continuous surface - there are many unwelded vertices - which will undoubtedly prevent the boolean from working correctly.
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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Everything will be seen from the inside the model.
I just flipped the faces of it.
Strange I remember using Vertex sub-selection on the entire model of the circle, and then setting the “Selected” value in the “Weld” section to 1.0 which got rid of some visible holes in the model.
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If it’s only to be seen from the inside, get rid of those “fins” on the outside of the dome - they serve no purpose. The dome itself is not attached to the base - that’s where your real problem lies.
I’ll have a proper look tomorrow - late evening here.
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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There is something terribly wrong with that dome - the “missing” edges for one, and if you convert the object to Editable Poly it distorts badly. I would strongly suggest you remake it in Max because of those issues.
Whether those issues are being caused by the Import to Max, the Export from Blender or how you modelled it in Blender I don’t know. I have seen similar problem with imports from Sketchup though.
You may also find it much easier to work with Editable Poly objects rather than Editable Mesh - you can always convert it when you’re finished, if that is what is needed for export to the game.
Out of curiosity, which game is it for?
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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Alright, thanks.
As for the game you can check out the gallery on the main website.
The game is a small project which I joined to help out the main programmer with meshes for it.
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If you make all the edges visible in the editable mesh, it works a lot better. Go to Edge sub-object, select all, and in the Surface Properties rollout click Visible. If you want nice Quads, change the Auto Edge value to 1.0 and click Auto Edge. Looks fine then.
3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA
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F3/F4 is a bit quicker than that
Author: afewvowels
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| Replied: 04 December 2009 03:55 AM
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Try “Convert to Poly” on it before doing the Visible / AutoEdge. I for one would like to know why having hidden edges would cause that kind of corruption.
Take a simple sphere converted to Editable Mesh, make the edges invisible then convert to poly. Something is wrong somewhere - a bug maybe? or is that behaviour “expected”?
Author: Steve_Curley
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| Replied: 04 December 2009 03:58 AM
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Not if the edges are made to be not visible in the editable mesh. Download the file and try it out, you’ll see what I’m talking about. F4 just shows edged faces, and that is only the visible edges.
Author: Chris Medeck
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| Replied: 04 December 2009 03:58 AM
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