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Ceixari
Original Poster
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I'm still learning Blender, but I'm most probably experiencing extra problems because certain things under normal circumstances would most probably be acceptable. My problem at the moment is that I'm importing one of the doors, because I want to make a straight-forward simple door without any bevels, etc. I just want a flat door for the inside doors. So yes, this is easy enough. I use box select, highlight all the vertices I want deleted, delete them. I select the 4 outer vertices, create a face and the convert the quad into two triangles. Everything looks fine until I export. Then I find in the file what I can only describe as 'orphan faces' which no assignment or weight. Is there a way to find these 'orphan faces' before I export? |
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#2 |
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plasticbox
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With "file" you mean the s3ascg, after you export with your script? Or where are you finding those orphan faces? I sometimes end up with "stray" faces/edges/vertices when I have "occlude background geometry" turned on, so when there's a duplicate edge/vertex I only select+delete the one in the foreground .. perhaps that's what happened? I'm not sure if I understand your problem correctly, but to find stray orphans try "select linked" and then "select inverse", perhaps? |
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Newbie Road/Wee Barnoid: Starter houses | Backdoor Lane: Urban lots | Baskerville | Middleground | Elsewhere I'm gone for now. Boats > Sims. Thanks for everything – it was a great time! |
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#3 |
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Ceixari
Original Poster
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Apologies. Yes, by file I mean the .s3ascg. I played around after posting the thread, because when this happens in the export and you try to import the export, it errors because of these strays. My last changes to the helps a bit better since i can see where the errors lie. In any case, I went into the .s3ascg files and deleted the strays by hand and could then imported the export. I will try your suggestion, because I would like to be able to solve this both for myself from a meshing perspective, but also for the scripts so it'll raise an error in Blender rather in the the S3ObjTool. |
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#4 |
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Ceixari
Original Poster
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More fiddling and deleting made me realise the problem wasn't stray faces, but stray vertices/edges as in I deleted one vertices of a faces which in turn deleted two edges, but the third edge still existed. Deleting the second vertex seems to have solved the problem as I was only reusing the third vertex. I still need to check for this in the script though
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#5 |
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cmomoney
Who wants to play video games?
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There is a script called "Clean Meshes" that let's you remove unused data from a mesh, such as unconnected edges and verts, materials, and such... |
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"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
Have you seen my Simple E Modern Bed @Leefish | (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕] |
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#6 |
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Ceixari
Original Poster
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Nice, thanks for this one. I'll look at it.
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Feeling like a bit of a chat about creation or just... whatever (not necessarily sims)?



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