#Booly em's
6 messages in this thread
Hey Kyle,
I have a strange thing happening with the boolian operation. If you remember
the talk we had about the little critter I was building. I took your advice and
built it in three meshes, thinking I would just frankenstein everything
together later. I am at the point where I have two left, the body and the head.
The head was two parts, but I didn't booly them together, I attached then
welded vertices.
What's happening now is, the program just crashes during the partitioning faces
operation. I did a test earlier, knowing that the two parts together would be
over the 64K limit of faces. What I got then was "Not enough RAM for that
operation". Surprising, I didn't think it would work, but I wasn't expecting
that error. I have 128 megs of RAM. Anyway, I put him back on the treadmill and
scrubbed off a few pounds. Now the two meshes have face counts of 63432 (the
body) and 2329, 65761 total. I know this is slightly over the limit, but should
be well within the limit "after" the boolian. I've tried it with "weld
elements" on, and off. Same result. The screen just turns light blue all over,
with different colored side borders.
Any thoughts on whether this is a face count problem, or have I broken my
"glitch free" running time string?
Thanks, Terry
Terry,
One thing you can do with the clipping box is to create some copies of the box
and scale/move them to where you want to generate the mesh from. If you align
the boxes right next to each other (i.e. visually sharing the same edge.), you
can rename each one in succession to CBOX and generate each mesh. Then do your
smoothing and optimization and attach, don't boolean! the objects together.
you should have a seamless mesh because the clipping extents of each mesh
generation should line up correctly. – note that I'm coming up with this right
now and haven't tried it in practice, but I think it should work. (in theory at
least! <g>)
hope this helps
-Kyle
Kyle,
Hmmmm, sounds like it oughta work perfectly. Should even have all the vertices
right there for welding if you wanted to. I tried, after writing that last
message to do an attach. Got, "No RAM for attach." So I figured it had to be a
face count problem. I went and optimized the body mesh (the head crashes the
program when I try to optimize it) at .08 angle. Just enough to get me under
the 64K, I think I ended up with 65,231 faces between the two. Boolian went off
without a hitch.
The head has some pretty sever angles involved around the ears, that's the only
thing I can think of that crashes it when I try optimizing. It's also hollow,
(this IS the creatures head we're talking about BTW) does this have anything to
do with optimizing?
Now, I've got another problem. I tried to crank up Meshpaint. It won't run,
saying, "Meshpaint 3D requires a Truecolor display". I looked back through my
3DS.set, and every where I see Truecolor, I see = on. I'm using the Imagine 128
card with a 21" Viewsonic. My colors are set for 1024 x 768 256 colors. I think
every where something ask for a driver, it says Vibrant. I wrote Murphy about
it, but haven't heard form him yet. I'm sure he has the answer.
Anywho, I like that theory, can't wait to try it out on something.
Thanks, Terry
Terry,
If you aren't going to be looking inside this guys head – get rid of those
inside polygons. you can do it by filling the interior of the head with some
larger metaballs. (I think you're doing it with metaballs? right?) or you
can do some selective face deletion.
<< My colors are set for 1024 x 768 256 colors.>>
that's your problem – at your "C:\3DS4>" prompt type in "3DS VIBCFG" the
configure your vibrant main display for 65K or 16 million colors. then it will
work just fine.
-Kyle
Kyle,
>> I think you're doing it with metaballs? right? <<
No, not the head. I did the head by starting with one of Tim Wilson's and
yanked, deleted, scaled, and welded vertices till I went blind. It looks
anything but humanoid at this point. Anyway, it's on the booger and moving
lips, nose and eyebrows as I write this. I took the time waiting for the
Meshpaint fix, to put in the bones, link em up, and set the pivot points.
>> at your C:\3DS4>" prompt type in "3DS VIBCFG" …<<
I just got word from Murph, he thinks I *may* have to go download the latest
drivers for the 128 card. I'm going to just try what you said first and see
where that brings me. Then, download the drivers and try again if that doesn't
work.
Thanks again for some great help Kyle, I'll let you know how it goes with the
VIBCFG thing.
Terry
Kyle,
>> Then it will work just fine. <<
Like a charm.
Thanks again, Terry