Export issues with the latest beta.

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 From:  Jacob
6886.1 
Hi,

I found some issues with the mesher in the latest beta. I'm trying to export this simple model using default parameters (since it's just a test) and I'm getting some broken geometry. While upping the mesh density generally helps (mostly with missing n-gons on link pieces, which are the biggest problem), some errors persist, like that one broken "quad" down the upper strut's side.








This error persist even at much higher mesh densities:





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 From:  DannyT (DANTAS)
6886.2 In reply to 6886.1 
Hi Jacob,

You might have to segment the surfaces further.

Try this;



Cheers
~Danny~
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 From:  Michael Gibson
6886.3 In reply to 6886.1 
Hi Jacob, occasionally Modo has problems dealing with n-gons, particularly ones that have a lot of colinear points in them like there probably is in that one particular quad-like one that you indicate.

A couple of things to try - first thing is to use LWO format for the transfer into Modo rather than FBX. LWO is the closest to Modo's own native structure and so it tends to do less messing around with the import. N-gons can often times transfer better into Modo using LWO format. Partly that's because Modo is sensitive to which particular vertex is set up as the first vertex in the face, and if it's set to a vertex that has 2 colinear edges coming out from it, it can get a messed up face normal since it only tries to determine the face normal by using just the first vertex and its surrounding edges rather than looking at the entire polygon.

MoI sets the first vertex with particular care when exporting to LWO format, when you use FBX or OBJ format you're relying on Modo's importer to do that job and it does not always get the best one to use as the first vertex.

So anyway just using LWO format may solve your problem. If it doesn't then the next thing to try is to use "Output: Quads & Triangles" for that particular problematic piece rather than "Output: N-gons". You'll lose the n-gon structure of course, but it's likely that it's some problem in Modo's n-gon handling that is causing the problem that you see so not using n-gons can be the solution.

If the problem persists, it could be possible that the trim boundaries on the NURBS model itself are messed up and need to be repaired. But usually if that's the case you would see things looking messed up at the export screen inside of MoI as well instead of only when imported into Modo.

Hope this gives you some things to try, the easiest to start with is to just use LWO format rather than FBX. FBX format is included in MoI's export types primarily as a means for going into 3DS Max.

- Michael
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 From:  Jacob
6886.4 
Hi,

Thanks for your reply! I was quite worried that it might have been a bug that crept into the less-used code, but if it's a known issue it's less of a problem.
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