Nonmanifold Geometry, Modo To Maya Q.


#1

Hey everyone whom read this. lately I’ve been into a problem that doesnt really have to be modo’s fault(hehe finally!).
So Here Goes : When I took my model to maya the first time, and try to convert it to sub-d, I succeed, but lately, in the more complex version of the model I’m openning the file in maya and trying to convert it to sub-d and it gives me an error msg -

“polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 10000 -maxEdgesPerVert 32 |BmwZ41111|BmwZ4111Shape1;
// Error: polyToSubdiv1 (Poly To Subdiv Node): One or more edges is nonmanifold.
// Nonmanifold geometry cannot be converted to a subdivision surface.
// To clean up nonmanifold edges, use Polygons->Cleanup with the nonmanifold option. //”

Then I try to do the clenup thingy with many variations, and yet it show me the same error message, if anyone have encounter this before, or know how I should set the settings in the cleanup menu or what I did wrong, plz reply. Thanks In advance to all whom answer.

Note - I did put ONE model on the same layer in modo so thats not the problem.
And NO, I dont wanna freeze the object, its so slow and takes so much time to export to maya…


#2

If you go to the info and stats vp and open edges->by polygon you can select and edge that has more then 2 polygons. Those are your problem edges.


#3

Thanks for replying, I did what u said, I selected the problematic edges and just deleted them so I could test if it works in maya, and it doesnt convert it and giving me the same error message, do u have any other suggestion? and is smothing things in maya doing the same effect as sub-d in modo does? (render talking… If I am only to render in maya)


#4

A number of things can create nonmanifold surfaces. One of Modo’s strengths is that it will still subdivide a nonmanifold surface. This can be a great help when tracking down these problems since you can see the problem parts easily once you learn to identify them visually.

In addition to the multi-polygon edges Griffon mentioned, look for:

  • coincident polygons (fix with Polygon - Unify)

  • polygons that share a subset of the same points. These are very hard to spot on the control mesh, but are pretty easy to see when subdivided in Modo. Jusst look for ‘looping’ iso-surface edges that terminate in sharp corners. You’ll have to blow these polygons away and redefine them, but they usually happen in pairs so you won’t have to do much. Hopefully :slight_smile:


#5

It’s not a bad idea to do a vertex -> merge to cleanup any partially connected polygons, before doing a polygon -> unify


#6

It still doesnt work, now I’m freezing and exporting the model and it takes approx. 1 hour(!!) to save the file after freezing him, please help me sub-d it in maya for faster life, I cant wait an hour each time I modify something before render, the render thing should take time not saving the file…


#7

This problem is very easy to fix, you can use cleanup tool (polygons->cleanup) by click the small cube and enter the setting in Polygon Cleanup Options, select other>nonmanifold geometry.


#8

I get this error now.


#9

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