
Bran0n28
Joined: May 7, 2010
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Posted: May 23, 2010 04:22 PM
Msg. 1 of 13
After modeling and texturing an object in gmax and exporting it with cimp1.6, I open tool and I type: "tool model object"
But then inmediatly it appears: WARNING found #20 degenerate triangles.
What do I have to do?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 23, 2010 04:34 PM
Msg. 2 of 13
you need to fix the degenerate triangles.
i assume it builds the model but will not build the collision.
it should make a object.jms in ce root directory.
import it to gmax.
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Bran0n28
Joined: May 7, 2010
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Posted: May 23, 2010 05:32 PM
Msg. 3 of 13
What are the degenerate triangles? An example of them? And, how do I fix them? Edited by Bran0n28 on May 23, 2010 at 06:41 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 23, 2010 07:00 PM
Msg. 4 of 13
yea i typed .jms for some reason, i meant .wrl and you should fix the degenerate triangles.
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Bran0n28
Joined: May 7, 2010
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Posted: May 23, 2010 09:13 PM
Msg. 5 of 13
Very good explaining. Sorry for my ignorance, but would you tell me please how to import the "debug.wrl" into gmax and how to look degenerate triangles manually?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 23, 2010 10:01 PM
Msg. 6 of 13
i dont think the debug.wrl will give you the degenerate triangle info, im sure its in the name of object.wrl
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: May 24, 2010 08:56 AM
Msg. 7 of 13
VERY good explained. Thanks. Importing in gmax: maybe whit chimp's wrl importer? Not sure.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: May 24, 2010 12:26 PM
Msg. 8 of 13
Selecting the whole model and welding might fix some of the errors. Try that.
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Bran0n28
Joined: May 7, 2010
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Posted: May 24, 2010 10:42 PM
Msg. 9 of 13
Importing the WRL into gmax helped me too much, thanks to all, but only one last question, why do "Chimp-edge-error" appear? Edited by Bran0n28 on May 24, 2010 at 11:28 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 25, 2010 02:36 PM
Msg. 10 of 13
Technically, a working model will have no open edges and no degenrate triangles. In gmax, go to editable mesh, go to "edge", and look for the button in there that says 'select open edges.' For leftover faces, go to 'element' and drag a selection over everything. You should have one gizmo unless you have a bsp with lights.
Otherwise, chimp has a button labeled "Import WRL." Have fun.
EDIT: Oh, yeah, edge errors. The rule is: every face should be bordering another face on all sides. (In other words, every edge should tough faces. Otherwise you have a hole. Try to make a hole in a sheet of paper without exposing tears in the paper.) Edited by SlappyThePirate on May 25, 2010 at 02:38 PM
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: May 25, 2010 04:46 PM
Msg. 11 of 13
In order to have no open edges every edge should be attached to two or more faces. In order to have no update edge errors every edge must have two or less faces attached.
So every edge should have two faces.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 25, 2010 10:11 PM
Msg. 12 of 13
I always like to think of it being able to hold a liquid. If it leaks, its no good.
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Bran0n28
Joined: May 7, 2010
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Posted: May 27, 2010 11:43 PM
Msg. 13 of 13
thanks to all for your help, it helped me a lot
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