View Full Version : Inivisble verts?
TheWriter 11-16-2003, 01:28 AM I had a funy thing happen to me tonight. I converted a primitive to a polygonal object (cylinder), and I ended up with the central vert missing. I can see faces on the cap, so I know there is a vert there as the faces fan from inwards, but in vert select mode no vert shows up there? How can this be.
What I want to do is select the inner central vert and shift it out some.
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thorn3d
11-16-2003, 04:28 AM
If you converted to an Epoly object, it's a single poly cap and there is no vert.
thorn
TheWriter
11-16-2003, 04:34 AM
How is that possible? A bunch of edges connecting to nothing?
mrapelje
11-16-2003, 04:55 AM
Try looking at in the poly sub object mode, with edit triangulation turned on. But basically a cylinder primitive converted to mesh is different than a cylinder primitive converted to a poly, because of the way that they are optimized. At least that is my observation.
Bercon
11-16-2003, 05:15 AM
"How is that possible? A bunch of edges connecting to nothing?"
Sometimes vertexs just disapear for some odd reason. Try to use Unhide All (vertex), convert to Emesh and back to Epoly (or other way around), restarting max and rebooting your computer.
thorn3d
11-16-2003, 05:44 AM
Originally posted by TheWriter
How is that possible? A bunch of edges connecting to nothing?
Because Epoly objects support more than 4 points per poly.... you might have a 24-point poly sitting on top of that cylinder.
-edit-
Post a screenshot of the wireframe.
thorn
TheWriter
11-16-2003, 08:59 AM
Well if anyone wants to see a shot... Notice the cylinder has the missing vert. Yet, the one in the right corner had no problems with a central vert. Oh well, some mystery to me i'll just copy/mirror over the one I made and use that.
http://www.highpoly3d.com/writer/artifact.png
Arnage
11-16-2003, 09:27 AM
It's quite simple, if you convert a cylinder to an editable poly the middle vert will be removed (this is quite handy in a lot of cases so it's done with a reason), but if you convert it to a editable mesh first and then convert it to an editable poly you do get the middle vert.
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