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Finding Degenerates
Posted: Wed May 10, 2006 4:53 pm
by FleetAdmiralBacon
Is there any way to 'search' for degenerates (polies with zero area) in 3ds max?
I have 198, which is 21 more than I used to have, so I know where they are, but is there a way to search + select them? I need to delete them, even if they seal parts (non-sealed environment)
On a side note:
Degenerate triangles cause some totally fuxed up shizzle in Halo such as random triangles connecting random vertices, sometimes ones that aren't even in the same model. These triangles occur on almost ALL faces that have use the first shader in a GBXModel, or something like that. I think it's the first and second sometimes. But, this means that huge portions of your model will not exist correctly.
You should see the newest draco XD
Posted: Thu May 11, 2006 5:43 pm
by [cc]z@nd!
not that i know of. then again, i haven't been able to touch the program in a long time. try switching to vertice selection mode and start selecting single vertices (ie: in the top vireport zoom way in on a section and start looking). when you select a single vertice, do so by making a selection box instead of just clicking. if you look on the toolbar on the right, it says what vertice you have selected (ie: "vertice 4326 selected"). if you have selected more than one vertice, it'll say so (ie: "3 vertices selected").
basically, do that in the top viewport. when you select what looks like a single vertice on the screen, but is actually multiple vertices to the program, make sure that there's only one red dot on each screen (to make sure you didn't accidentally select a column). if, say, there's only a single red dot on the left, front, and top viewport, and the program says you've actually selected multiple vertices, this might be one of your degenerates.
basically, because degenerates have 0 area, their vertices must all be in the same exact area. so if we select what look like single vertices on the screen, but what the program says is multiple vertices, we should have our degenerate. it should only work when you use a selection box as opposed to just clicking though.
Posted: Fri May 12, 2006 11:23 am
by SnaFuBAR
if you're gonna tell him that all the vertexes of a degenerate triangle are in the same exact spot, you should tell him to switch to vertex mode, hit ctrl+a, then hit weld with a value of .1
if the previous statement about the degenerate triangles' vertices is true, this would be the best way to take care of the problem.
Posted: Fri May 12, 2006 6:46 pm
by [cc]z@nd!
yeah, that would do it. well, depending on the scale of the model. but nobody has their total high loly model length less than 1 unit.
Posted: Sat May 13, 2006 6:53 am
by Classic
SnaFuBAR wrote:if you're gonna tell him that all the vertexes of a degenerate triangle are in the same exact spot, you should tell him to switch to vertex mode, hit ctrl+a, then hit weld with a value of .1
That wolnt ork though if you have a vertex along the edge of a poly causing another poly that has no surface area to be made.
Posted: Sat May 13, 2006 12:10 pm
by FleetAdmiralBacon
interesting ideas.
Well, brought the count down from 129 to 47 and got rid of all 12 of my coincidence triangles
Posted: Sat May 13, 2006 3:59 pm
by SnaFuBAR
Classic wrote:SnaFuBAR wrote:if you're gonna tell him that all the vertexes of a degenerate triangle are in the same exact spot, you should tell him to switch to vertex mode, hit ctrl+a, then hit weld with a value of .1
That wolnt ork though if you have a vertex along the edge of a poly causing another poly that has no surface area to be made.
actually, yes, it would. make a plane in max, 4x4 segments, collapse all of the inside vertexes together and click weld. it'll turn 9 verts into one.
