Thread

Edge wieghts, SDS, and the bridge.

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Edge wieghts, SDS, and the bridge. // Bugs

1  |  

Post by nowherebrain // Jun 16, 2007, 8:54pm

nowherebrain
Total Posts: 1062
pic
I noticed the only way to recalculate a models normals or reset the SDS weight is to switch to model side and back. This becomes apparent when you add divisions manually. Another issue I have on occasion is the model not existing once I return to workspace. The workaround is to mirror in model side then return again to workspace, flatten history, and delete the half you do not want to keep. I've had to re-record a few of my tutorials because of this. I finally came across this work around during one of the last video's so it is clearly documented. Unfortunately, I only kept that particular video, as I wanted the users to see the fix.

-thought you should know.

Post by nowherebrain // Jun 20, 2007, 6:40pm

nowherebrain
Total Posts: 1062
pic
I'm just starting to wonder if this problem is just me? A user fault, can anyone confirm this issue?

Post by Jack Edwards // Jun 20, 2007, 11:58pm

Jack Edwards
Total Posts: 4062
pic
I've also noticed that tS doesn't correctly re-facet/smooth the model's normals after geometry has been modified.


Have you tried using the smooth normals tool in WS?


-Jack.

Post by nowherebrain // Jun 21, 2007, 1:34pm

nowherebrain
Total Posts: 1062
pic
I'm actually refering to(and you'll see this in my vid's) the edge sharpnes with SDS after you make a division with the poly draw tool.

Post by Cthulhu // Jun 22, 2007, 6:55pm

Cthulhu
Total Posts: 48
I ran into this problem trying to model a chess piece for the speed model challenge.


The problem is when creating a new edge, it defaults to 100% sharp instead of matching the surrounding geometry (which, I presume, is 0% sharp). The result looks like a bad crease in an otherwise smooth surface.

Post by transient // Jun 23, 2007, 3:37am

transient
Total Posts: 977
pic
I would definitely upload this scene so the Caligari guys can look at it. I've also had some funny things happening with sub-d, but I'm not sure whether it's my mesh or not at this stage.


You could try to add sub-d in modeler and see if it's better.

Post by nowherebrain // Jun 23, 2007, 4:45am

nowherebrain
Total Posts: 1062
pic
That is my current fix/workaround...BTW Awesome entry for the SMC!
I created a video of the creation if anyone wants to download...I get so mad when tS gives me some grief.

Post by Jack Edwards // Jun 23, 2007, 6:00pm

Jack Edwards
Total Posts: 4062
pic
@Nowherebrain,


Yeah I did see it in the video. I just noticed that you used the facet normals tool but not the smooth normals tool. It definitely an issue with normals/edge weighting on newly created edges (polydraw, add edges).


The funky faceting issues showing in the faces after removing/adding geometry have to do with where TS puts the edge for the triangles that make up each quad and then not re-faceting/re-smoothing the normals.


I'm not sure about the SDS issue, but I agree it's definitely related to using the polydraw and add edges tool to modify geometry.


I really think the dev team should download and watch your video because it highlights a lot of the issues that users have been bringing up.


-Jack.

Post by nowherebrain // Jun 24, 2007, 4:50am

nowherebrain
Total Posts: 1062
pic
Yeah, maybe they can buy them:p .
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn