I see a border ahead !

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Old 08 August 2005   #1
I see a border ahead !

K, so i downloaded Silo demo, and its just incredible functionality for such a small piece of software, hovewer, i get this little problem. How do i know where the borders of my mesh are ? In Maya you can just highlight them and make them fatter, how about in Silo ?

Seems that i have to always remember where my double vertices are, coz i cant see the unclosed borders, and also i cant just select those vertices later and merge, how do i know how many i have selected ? There is a "scene info" window, but you have to hit "update" each time you select something, and thats...eeh...quite tiring.
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Old 08 August 2005   #2
Eh, I don't know what you mean exactly by 'Borders' but you can turn on subdivision cages under the display options in the main options menu...
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Old 08 August 2005   #3
If you dont know what i mean - look at this example. The equivalent of those bold edges is what i need. So i would know if i still have unmerged vertices or not.
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Old 08 August 2005   #4
Sorry i still dont know what your talking about ?
It just looks like some edges are selected ?
I dont really know what Mesh borders are either ?

I'm sure one of the Gurus will tell you how to check for unmerged verts though
Personally i just zoom in and check that way but i hardly ever have extra verts because of the way i model in Silo thanks to TJ
 
Old 08 August 2005   #5
If you look, the closest edges are a more defined line that the others on the shape. I think thats what he is trying to emualte.

No idea how to achieve, sorry, just thought i'd try and help clarify.
 
Old 08 August 2005   #6
Originally Posted by NoirQ: If you look, the closest edges are a more defined line that the others on the shape. I think thats what he is trying to emualte.

No idea how to achieve, sorry, just thought i'd try and help clarify.


Uh, "more defined" ? They are 5 times as fat as normal edges.

Quote: Personally i just zoom in and check that way but i hardly ever have extra verts because of the way i model in Silo thanks to TJ


Well, i'm happy that you model so good, but i just started this summer and thus - do many mistakes. Also, zooming wont help if vertices are snapped together.

Oh, and who is TJ ?
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Old 08 August 2005   #7
Silo has a seam perserve feature, so that if you are box modeling the points and edges will pretty much never cross the center line while Seam Perserve is switched on. HOWEVER an important thing to remeber is that if you have any holes in your mesh and this feature is on, the edges along the hole will be moved to the center because silo sees it as part of the center seam. The way to avoid this is to box model completely and only use poly-by-poly modeling with seam preserve switched off.
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Old 08 August 2005   #8
to adjust edge width and vertices size , go to options -> display options.

silo has a function, called "enable mirror seam preserve" in the "selection" rollout,
turn this on, when ure modeling with an instance mirror object, and u wont have any
unmerged vertices.
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Old 08 August 2005   #9
lol, teyon was faster
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Old 08 August 2005   #10
Yup. I'm speedy when I wanna be.
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Old 08 August 2005   #11
Originally Posted by Teyon: Silo has a seam perserve feature, so that if you are box modeling the points and edges will pretty much never cross the center line while Seam Perserve is switched on. HOWEVER an important thing to remeber is that if you have any holes in your mesh and this feature is on, the edges along the hole will be moved to the center because silo sees it as part of the center seam. The way to avoid this is to box model completely and only use poly-by-poly modeling with seam preserve switched off.


Just a quick addition to this -- in the instance mirror options you can set the Merge Tolerance. So if your hole is farther away than that value, it won't be disturbed by the seam preservation.
 
Old 08 August 2005   #12
Originally Posted by Teyon: silo has a function, called "enable mirror seam preserve" in the "selection" rollout,
turn this on, when ure modeling with an instance mirror object, and u wont have any
unmerged vertices.
Nooooooooooooo!
Don't touch that button!
No matter what!

It gobbles nostrils, necks, eye sockets, ...
And it won't give them back.
It's like the cookie monster!

Last time it was the, um, nasal cavity I think
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Old 08 August 2005   #13
@spin99

just let it turned on, except when ur going to model a cookie monster
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Old 08 August 2005   #14
As i understand - it will kinda help me with mirrored halfs ? But what to do if i'm still working on a single half ?
Look here, the selected face is not merged with the rest of the mesh. But it looks like it is. So how do i find things like that unmerged face ?
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Old 08 August 2005   #15
You could select the main object in object mode and invert the selection
 
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