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ChrisWatkins
11-12-2002, 08:43 PM
Has anyone else noticed some odd geometry changes when modeling with meshsmooth? It seems that my biggest problems come when I make too much of a change to the editable poly underneath it in the stack. I chamfered a set of edges on a finger to create a knuckle, then I go to the Meshsmooth and the finger has become all twisted around. Anyone know of a way around this or anything?

ChrisWatkins
11-12-2002, 08:57 PM
This is with Max 5 by the way. I selected the edge subobject in Meshsmooth and that really highlighted how the smooth mesh was being generated which showed the problem, which was a vertex in a really bizzare position. So I fix that, zoom out and see that the entire leg of my creature is FUBAR. Im totally lost. I went back to one of the earlier autosaves where that hadn't happened.
Anyone have a clue what's going on?

3rd Dimentia
11-12-2002, 09:17 PM
Yeah, I've had this happen before a few times in 4. I found the best way to solve it is to trash the meshsmooth modifier and add a new one. Let me know if this still works in 5.

I find if you are doing edge/vert weighting to get creases, because of this, it's better to do it on the editable poly level so when you need to trash the meshsmooth, you haven't lost anything.

:hmm:

ChrisWatkins
11-12-2002, 09:52 PM
Ahh, yeah that'll do it. I hadnt even noticed the weight and crease options in editable poly mode before. Its too late for this model because of all the work I've done in meshsmooth but its good advice for the next one. Thanks

visualboo
11-13-2002, 02:27 AM
dang! got beat to this one ;)

It's deffinitely the weighting in meshsmooth. Gotta do that last if you need it done in the modifier.

ChrisWatkins
11-13-2002, 02:41 AM
I dont think it had to do with meshmooth's weight values. I think its interpolation gets a bit screwed up when you mess with what's underneath because it starts putting control verticies in very very odd places. Its scary when you see your beautifully sculpted foot in a very mangled position. Autoback and saving increments saved me. Let this be a lesson to anyone that doesnt do it ;)

CapnPanic
11-13-2002, 03:11 PM
i dunno if this has anything to do with it, but i've often found (both in max 4 and 5) that when i'm at the face level in editable poly adn zoomed in very close and i drag-select a few faces, otehr seemingly random faces around my model will become selected. thses faces are not on the backface of teh model, they aren't even in the viewport.

for example, i may have just a hand in my viewport and i drag-select around a finger to get its faces selected and then move em or rotate or something and when i zoom back out i realize that 5 or 6 other faces randomly around the model have also been selected and rotated/moved whatever....

anyone else noticed this?

rendermonkey23
11-13-2002, 03:55 PM
Originally posted by ChrisWatkins
I dont think it had to do with meshmooth's weight values. I think its interpolation gets a bit screwed up when you mess with what's underneath because it starts putting control verticies in very very odd places. Its scary when you see your beautifully sculpted foot in a very mangled position. Autoback and saving increments saved me. Let this be a lesson to anyone that doesnt do it ;)
Oh, sorry Chris. That's what I was trying to say. Just didn't use enough words. It does have to do with the weighting.... when your working below it in poly. If you don't use any weight or crease values then it's fine to work below it. This is visualboo btw.

Capn: That's got to be the weirdest thing I've ever heard. Doesn't happen to me. :shrug:

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