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Messages - Fonte Boa

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1
Wish List / Re: Dynamic boundary region
« on: December 10, 2009, 05:03:22 AM »
<<Do you mean so that when the part gets stitched in to the new mesh, there are no extra triangles added?
IE that all of the boundary vertices of the part will 'snap' to vertices on the target surface?>>

Exactly this, RMS.
Snap vertices part boundary to the target surface vertices, avoiding to creating triangles (or at least minimizing them) and try to keep the edge loops flow.
Or (maybe better) connect vertices from part boundary to vertices from target using JUST ONE edge
(triangulate MM method make this connection using TWO or even THREE edge, which generates the triangles).

<<I'm not sure I understand why you would want to automatically find a boundary with the same number of vertices.
In most cases, it seems likely that this would require a weird-shaped boundary...>>

As i said at another post, this would allow the user to design how the meshes would be mixed,
and not just get "randomic" triangles at green region, broken edge loop flow and increase the time he will get to retopologize that area.

<<(do you have specific examples you could show me?)>>

I recorded a video at wings, showing how i can mix a cylinder with a segmented cube.
The most important arent the commands used to do this.
The focus is: the selected area at cube has the cylinder basis same number of vertices, and this allow a perfect connection between both meshes, without generate any triangle.

Take a look at video, please.

http://www.youtube.com/watch?v=_LjcbI9evYk


2
Wish List / Re: Dynamic boundary region
« on: December 09, 2009, 05:23:01 PM »
when you cut a part and store it at library
the cut plane has an specific number of vertices.

my suggestion is that MM could set a boundary region
with the same number of vertices
to "mix" that part.

3
Questions & Troubleshooting / From Wings to MM
« on: December 08, 2009, 06:12:59 PM »
The following obj was generated at Wings3D
and was exported without any kind of tesselation
(wings has triangulate and quadrangulate ones):
it wasnt correctly loaded at MM.

http://www.wings3d.com.br/studies/star.obj

Between, if i add two holes at it, it arrives without problems:
http://www.wings3d.com.br/studies/star4.obj

(and, of course, if i export using tesselation OBJ options:
http://www.wings3d.com.br/studies/star5.obj  )

(right mouse button | save target as)
at the links above...

My question is:
MM could support properly no tesselated OBJs?

4
Wish List / Dynamic boundary region
« on: December 08, 2009, 05:57:33 PM »
I would like to suggest that
automaticaly MM finds
on the area user pointed
the proper outer boundary region
that has the same (or close) vertices number
of the "part" cut plane.

It could be a start point to PLANE MeshMixer operations yet using 3d app at which the mesh was generated.



5
Wish List / Re: Excessive triangulation
« on: December 08, 2009, 04:38:02 PM »
<<I could relatively easily collapse the triangles I add, but the pastes would not be as smooth. Do you think that is less important?>>

If your are managing all-quad mesh, the most important would be to keep edge loop flow.
This probably isnt so easy to do, but any effort to avoid triangles at boundarie region would be very appreciated.
Because, anyway, animators that can make use of MeshMixer
will probably re-topology that region (to keep the results under control)
and will spend time in this.

(currently i will begin to test if a reazonable workflow could be
export the mesh all triangulated to MM to then get it back and just try do untriangulate it:
i dont expect great results from this, but i have to try)

The ideal would be to keep that region all quad,
either by collapsing the triangles even by leaving 3 edges poles.
A tolerance setup to (automactly?) weld verts would be useful in this case.
Or either a second alternative:
1st one: fill with triangles
2nd one: keep quads, respecting edge loops...

(i am not sure, but there can be users to who those triangles dont matter:
to animators that prefers to work with quadraculate tesselations,
any alternative would pe really appreciated).

tks for your attention, RMS.

6
Bug Reports / Rotate bug
« on: December 08, 2009, 06:25:50 AM »
There is a rotate bug.
When you rotate viewport by dragging cursor right-left, the command works.
But when you rotate it by dragging cursor up-down, it is impossible continue after some point.

Please take a look at video.

http://www.youtube.com/watch?v=vEepj6wVhnQ

7
Wish List / Re: Excessive triangulation
« on: December 08, 2009, 05:48:14 AM »
Thanks for the reply.

<<it is *very* difficult to stitch with quads>>

I imagine so. Between when original mesh was built all-quads, maybe you can code MeshMixer so that it can "find" coincident verts and just weld them, as an alternative to  fill the boundary region with triangles.  Then the retopology work time (at another 3d app) can be minimized.

Maybe if ROI Scale can be set to 0 (=zero) (no actually possible)
and if cut part could keep its original scale
and if MeshMixer could, under this situation, just weld coincident vertices (*)
(and/or allowing vertices with 3 edges, 3-poles ones),
maybe undesired triangulation could be avoided.

(just thinking aloud)

Thanks for your attention.

EDIT:
(*) or forcing this weld operation.

8
Wish List / Re: Mesh scale solution
« on: December 08, 2009, 05:23:17 AM »
<<It seems that 3ds max's default scale is far bigger than meshmixer's one, so I can't even see meshes modeled in Max inside meshmixer.>>

zeroChaos,
you can solve this easily by setting a greater value at "Object Scale" field in
3dsmax File | Import | OBJ Import Options dialog, at "geometry" field:
for example, "12".
:)

9
Wish List / Library parts scale
« on: December 07, 2009, 06:07:00 AM »
I noticed that after extract part of a mesh and put it at Library parts
when i drag it and drop on the mesh
its scale isnt the same that the original part extrated.

It would be useful if the parts put at library
could keep their original scale. :)

thanks in advance.

10
Bug Reports / Failed at loading OBJ
« on: December 07, 2009, 05:35:54 AM »
I exported a simple mesh from Wings3D
and at OBJ export dialog i didnt set any tesselation type.
MM crashes at loading the OBJ.

http://www.youtube.com/watch?v=fHmIHUFE1y8


11
Wish List / Excessive triangulation
« on: December 07, 2009, 05:30:14 AM »
First of all, congratulations for MeshMixer: very interesting concept, i would like to test it more.

I am a intensive Wing3D user and got news about MeshMixer at ODF forum.

So my first experiment was to send a mesh from Wings3D to MeshMixer, via OBJ format
(i've already downloaded and installed dec.6 last MM installer, ok)
OBJ export Wings3D dialog allows me to choice between two kinds of Tesselation (Triangulation and Quadrangulation), or either NONE. I could get some serious MeshMixer crashes when no tesselation option was set (if you are interested i can send you some simple meshes that i couldnt load at MM.

But i would like to ask you if at future MeshMixer couldnt avoid to generate so many triangles and try to minimize this aspect. I really work will (almost) all quad meshes, and the main issue i could experiment with MeshMixer is its tesselation algorithm. There are situations at which if i just export an OBJ to MM from Wings, load it, save it back from MM and load it again at Wings, i can see unecessary tris...

http://www.youtube.com/watch?v=9lDKeBF_E_M

Anyway, congratulations for the great work and excuse my bad english.

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