#Explode w/elements
16-Aug-94 20:54:56
Sb: #118552-#Explode w/elements
Fm: Jeff Richardson 72727,1626
To: Forcade & Associates 72007,2742
Hi Tim,
I understand what you're saying about two objects being joined together,
resulting in a single object with more than one element.
Unfortunately, the problem appears to be deeper than that. What I'm refering
to is a single object that contains a single element. If the object/element
has been created using any boolean procedure, it results in a garbled face list
(or vertex list?) to EXPLODE.
Jamie Clay, confirmed this situation with me last night. The simplest example
is to create two G-SPHERES (each with 256 faces). Move the spheres so that
they intersect each other. Do a boolean subtract, using the two spheres (with
weld on) to create a single sphere with a "bite" taken out of it.
So here we have a single object, consisting of a single element and x (varies)
number of faces and vertices.
Attach this single object/element to an Explode bounding box and you will find
that even after using the correct face min/max values to match the object
you've attached, explode will create various particles out of the object.
I hope this explains the problem a little further. I've tried all sorts of
methods of detaching and re-assembling the faces to build an "ordered" mesh,
but nothing seems to work. Perhaps EXPLODE should just have an "element" mode
button added to it (just below FACE Min/Max).
Later,
-Jeff