Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MagWeb

Pages: [1] 2 3 ... 13
1
Questions & Troubleshooting / Re: Need Help making Watertight
« on: May 11, 2013, 03:25:42 AM »
Hey welcome in Europe - hope the bad wifi isn´t your only experience here!
(imagine two close by surfaces with inverse normals and connected via Bridge/Handle )

You are right, up to a certain degree a highly set CreaseAngle (75+) acts similar. As long as your mesh is pretty smooth that works fine.
But on the other hand,  that makes it hard to get regions with narrow cavities or structured topology of the first surface selected. One could expand the selection X-times until there are no holes in the selection any more and shrink it X-times again...

I tried another thing (I often use to get rid of self intersections) that may be used for such a problem too: I inverted the normals of the whole mesh (in Meshlab). Now in MM/Select with AllowBackFaces disabled I tried to select the second skin which is of FrontFaces now (use transparent material) . This works as long there´s a possibiliy to get in touch with it . Means there has to be a self intersection - otherwise backfaces block the SelectBrush. Now one can set the CreaseAngle pretty high and Erase. Due to the highly set CreaseAngle there still may be some isolated surfaces of the inner shell but those can easily be removed:
Invert the normals again.
Select a piece of the first skin and expand ("E") to connected. Invert selection and delete the result.



2
Questions & Troubleshooting / Re: Need Help making Watertight
« on: May 10, 2013, 01:16:32 PM »
You're right, your mesh owns no holes but a second skin with normals oriented inverse.
MM does not have a tool to repair such a second skin connected to the first easily.

The best way to fix that I found until now:
Meshlab owns a Paint tool (brush icon). In this tool there is a brush selection tool (Icon: Brush with a red tip).
Clicking on it you can set it to paint (= select) on backfaces or hidden faces. Disable both checkboxes.
Now, you may use a pretty big brush size, paint all the regions of your first skin (these regions will become red if selection rendering is enabled : Toggle icon with a diagonal red stripe in the main tool bar).
Now invert your selection (Filters/selection/InvertSelection)
Erase the inverted selection (crossed face+vertices icon in the main toolbar)

Now you should got rid of your second skin and got "true" holes that can be fixed by MM's Anaysis/inspector.

@RMS: Such a restriction to exlude hidden tris would be a multi-useful feature for the SelectMode (as an option in the tool properties "Allow Hidden Faces")

3
Gallery / Re: Wake up and shoot the coffee
« on: April 28, 2013, 12:49:10 PM »
Nice work hieveryone  :)

The only functionality that was implemented in Sculptris since it was bought was to link it to the new owner's flagship app and to port it to MAC.
It seems to me that quad remesh approach (BTW: the last post (10.22.10) of DrPetter up to now at the new Sculptis forum) was implemented as QRemesher in ZB.
When Sculptris 1.0 was released in May 2010 there was a ready, but still buggy feature. For this release DrPetter decided to cancel this. Think Tomas would not need 3 years to fix some bugs.

4
Questions & Troubleshooting / Re: What do the various colors mean ?
« on: April 28, 2013, 12:05:38 PM »
Philo is right, you are talking about polygroups. These colors have no meaning but to show different groups.

You can create a more meaningful grouping via Edits/GenerateFaceGroups by playing wit the AngleTresh slider in its ToolProperties.
Another way to define a group is to select a part of the mesh in Select mode and to run Modify/CreateFaceGroup.
There are several operations (as f.e. PlaneCut, Mirror, Select/Edits/Extrude....) which also create facegroups automatically.

With those groups you can restrict some tools to affect only the group ( f.e. enable the RestrictToGroups checkbox in brushes' ToolProperties).
Another advantage of those groups is that you can select a whole group by double clicking it in SelectMode.

You can disable the rendering of the groups' colors via View/MeshColorMode to show a the material and painted color.

5
Wish List / Re: Set Tool Parameters Before
« on: April 27, 2013, 12:31:56 AM »
IMO the best way is to just abort the current remesh as soon as you touch the slider...

Yes, that realy would be the best solution - I´m sure you'll find a way. Thanks

6
Wish List / Set Tool Parameters Before
« on: April 22, 2013, 10:03:13 AM »
Hi RMS,

MM tries to update the mesh on the fly when you change values in the ToolProperties.
But there are some operations that may last a while... as Remesh on bigger meshes. Here also small changes on the sliders cause long waiting times each time you touch the sliders.

It would be nice to set the values without the on-the-fly update in those cases: To set the values and to run the operation only when you hit a confirm button.
 

7
Do it via Erase&Fill in SelectMode:

Go to SelectMode (or hit "S")
DoubleClick at the open boundary. This should select all faces at the boundary.
Click on Edits/Erase&Fill.
With the Scale- and Bulge slider at the righthand ToolProperties panel you can vary the shape of the heads back.

The zipper brush is in VolBrush.

8
Questions & Troubleshooting / Re: Unable to close gaps in model
« on: April 11, 2013, 05:04:21 PM »
well, there´s a bunch of difficulties in your file - a bit beyond MM's repair abilities atm.

There are flipped normals, self-intersections, nonstandard polygons (more than 4 sides), non manifolds ...

No way but fixing it accurately using  Blender (where the file came from), Meshlab,  Netfab and MM.
The resulting mesh still owns some self intersections but is watertight.
Hope the final result may help. It would need quite some time to explain my workflow - sorry.


9
Questions & Troubleshooting / Re: Rotating graphics
« on: March 06, 2013, 03:07:30 PM »
Try Alt+LMB  :)

Here is an overview of the key combinations used in MM:

http://meshmixer.com/help/sheets/CheatSheet.pdf

10
Questions & Troubleshooting / Re: problem, select and send to library
« on: March 02, 2013, 11:18:10 AM »
Should be easy:

Select the area that shall be your part (one connected surface)
( you may consider to do Modify/SmoothBoundary)
Now do Edits/ConvertToPart. The Selection should now be shown alone with a green area closing the open boundary.
Accept >>> the new part should be shown in the lefthand part library.

11
Questions & Troubleshooting / Re: problem with importing colored PLY model
« on: February 13, 2013, 03:05:57 AM »
To transfer vertex color to texture (maybe you've to update Meshlab):

load your vertex colored YourFile.PLY to Meshlab;
Run Filters/Texture/TrivialPerTriangleParametrization and apply
Run Filters/Texture/VertexColorToTexture (ML saves the texture png to the folder where your PLY is located named as YourFile_color.png)
Export (maybe to obj) to the same folder. Although the export dialog does not show the texture (make sure that TexCoord is enabled - should be now by default) the obj comes with a linked .mtl file.

Edit the mtl file in a texteditor and simply add this line:

map_Kd YourFile_color.png
(replace "YourFile_color" with the name of the created texture  and save the modified mtl - this links the png to the obj)

Now if you use ImportTextured in MM and pick that obj the mesh should be shown textured in MM (in VertexColorMode) dragging the "World" material onto it.

(there maybe alternative ways)

12
Questions & Troubleshooting / Re: problem with importing colored PLY model
« on: February 12, 2013, 02:06:55 PM »
Seems you did not convert color (texture) information to vertex color?

Import the original textured file to meshlab again.
Run Filters/ColorCreationAndProcessing/TextureToVertexColorTransfer
Export as PLY BinaryEncoding DISABLED

Import in MM (VertexColorMode enabled)

13
Bug Reports / Re: Unable to load external files on OSX 10.8.2
« on: February 12, 2013, 01:00:11 PM »
This problem is due to a bug in Qt. "Qt is a development framework with tools designed to streamline the creation of applications and user interfaces"

For this reason MM (on OSX 10.8.2 and using this framework) has problems loading meshes if the OpenMesh dialog is in certain modes:
This OpenFile dialog has four modes (toggles in the upper left).
If you set it on "symbols" or "coverflow" (from within MM or in a third party Qt based app) you will not be able to load files to the viewport any more. MM might crash, might show a garbage viewport or simply leave the viewport empty.

Until now I didn´t find a way to fix this within MM. No chance to set the OpenMesh dialog to a compatible mode within MM. So quit MM.
Go to another Qt based app (you might use Meshlab for this). Open its OpenFile dialog and set it to a compatible mode (as shown in the image below). Done.
Qt remembers the last used mode and MM can open/import files again (until you decide to switch on a wrong mode).


14
Bug Reports / Re: crashing
« on: February 12, 2013, 09:34:11 AM »
Hm, can´t reproduce any problem with your mesh here on OSX 10.8.2

I also checked your mesh (in different apps) and can't find any problem within.

Could you post the specs of your machine?
Maybe you give a step by step guide what you are doing exactly...

15
Questions & Troubleshooting / Re: problem with importing colored PLY model
« on: February 12, 2013, 09:13:13 AM »
Color is only displayed if you set MeshMixer to render VertexColor:

MM menue/View/MeshColorMode/VertexColor

Color should be visible if VertexColor is active.

Pages: [1] 2 3 ... 13