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I don't know if you guys have been following recent PolyMesh development, but just in case:
http://sourceforge.net/forum/forum.php? … _id=457423
(be sure to read the latest post and the Release Notes http://aoisp.sourceforge.net/plugins/po … Notes.html ).
I'm pretty sure someone here (e.g. Jeremy
) has an opinion about what would be missing. I'm planning to add a bit more shapes to start with (cylinder...) and spline mesh import. Wings mesh import is also to be considered? Julian proposed a magnet, that also can be discussed. The point is, I'd like to finish all the core, most important features for modeling. Interesting but non vital features/tools can be implemented later on.
Last edited by fpgui (May 3, 2005, 6:20 pm)
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Yes, yes! Definitely keep up the awesome work. I'd like to be able to select all edges and use the bevel tool. I tried last night but it didn't seem to work and created some strange geometry.
Also: is there a way to have a realtime scene preview?
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marcc wrote:
I'd like to be able to select all edges and use the bevel tool.
It should work! Do that on a cube... Can you send me the mesh?
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Hm. Well...this is what I got. I extruded a cube until I had the shape I wanted, then selected all edges and chose bevel. I hope I'm not doing it wrong:
http://www.friendlyskies.net/AoI/sink.aoi
btw, bevel on a normal cube works great! Normally, when I use the bevel tool in, say, Blender, I use 2 "iterations" or so...is this possible (tried it by repeating the bevel command but couldn't get the results I wanted)?
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marcc wrote:
I extruded a cube until I had the shape I wanted?
There are definitely problems with this mesh. The first one is that you have "bits of meshes" apart: that makes at least three separate meshes... There is also a part of the mesh that is certainly illegal because I can see a triangle rendered and it is not bounded by an edge on one of its side. However the "Check and repair" tool doesn't complain, so... One thing really strange is that deleting faces leaves "trailing" edges. IMO, it's a really messed mesh.
You shouldn't put apart one or several part of the mesh. If you need a separate mesh, create another one... As for the rest, I don't know which steps you did take and if there is a problem with an editing tool or if it is you doing silly things
.
Rules of the game are :
-Keep mesh whole
-Keep vertices connected to at least two vertices (no dead ends)
-An edge shall not have a void on either side
-Not strictly forbidden, but *really* best to avoid: superposed vertices linked by an edge. These can ruin a bevel. Collapse edge instead.
-A simple, but very effective, thing to do to check your mesh is sound is to use approximating smoothing. At the first glitch, the algorithm will refuse to smooth the mesh.
Etc...
Concerning the model you might have preferred to use a planar mesh and thicken it as final step (I grant you the thicken mesh is a fairly new tool
).
Beveling boundaries (edges with a void on their side) can lead to a disapointing result because the edge normals are not necessarily what you'd expect. Keep an eye on these and report abnormal behavior.
In due time, I'll try implement safeties against such situations. However it's hard, if not utopic, to garantee that a mesh is correct at all times. The problem is that the mesh topology implementation can describe correct (so-called manifold) meshes, but not all topologically correct meshes are manifold. So, in the meantime, keep the topology of the mesh in mind when editing.
Do not hesitate to ask if you have questions regarding the polygonal mesh. It might seem really easy to wrok with, but it is also really easy to end up with an "illegal" mesh, and I have to sort out between "user mistakes" and bugs.
marcc wrote:
I use 2 "iterations" or so...is this possible (tried it by repeating the bevel command but couldn't get the results I wanted)?
Could you post an example, step 1, step 2?
Also you mentioned real time preview. PolyMesh uses the same tools and representations than the triangle mesh editor, so there is little I can do on that subject, but what do you have in mind ?
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There are definitely problems with this mesh.
Oops, that is my "results from the bevel tool" mesh, not the original mesh
The original mesh is a cube that's been extruded down, then left, then up, then to the right, almost making a sort of square shape. It was all one solid mesh before I used bevel, I swear 
Could you post an example, step 1, step 2?
Yes, here we go:
Here's (left to right) 1, 2, and 3 "recursions". You can choose as many as you want but I hardly ever use more than 2:
And here we are zoomed in on number two, the middle cube:
So basically it is just splitting the bevel into more faces to round it out a bit. Depending on how close the viewer is to the object, this can be important.
PolyMesh uses the same tools and representations than the triangle mesh editor, so there is little I can do on that subject, but what do you have in mind ?
Just curious. For complex scenes it's difficult to guess where your extrusions are going to end up (speaking of the overall scene) sometimes. So I was hoping for a "refresh" button that would update the scene without having to close the polymesh editor and re-open it. But it's not a big deal for now.
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BUG!!!! It's due to the loops going at right angles... I'll fix it. Thanks!
Last edited by fpgui (May 4, 2005, 12:02 pm)
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Just out of curiosity...
is it possible to have the "smooth" as a modifier like bend or scale?
Not to animate it - while that might be nice - the intention is more to model something and just smooth it while rendering.
It´s also nice to be able to work on the model again without having a copy.
In one sentence:
Develope the Polymesheditor furthermore, but have the smooth only as a modifier - execpt a preview option in the Trimesh/Polyeditor.
Harald
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Thanks Francois, sorry I haven't had time to send the mesh. Do you still need it?
Edit: here's the basic shape I was trying to achieve - the hollow base part:
http://www.friendlyskies.net/AoI/minik.jpg
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Marc: here is where the bug comes from. Physically speaking, beveling consists in smoothing/cutting angles on the shape edges. However, triangle/quad meshes do happen to show flat edges. Those edges that run in the middle of your square shape. Or more specifically, take a cube, extrude the top. The edges created where the top face was previously are flat. There is no mathematical meaning in beveling them. You can't flatten something that is perfectly flat! Consequence: division by zero and vertices are sent on the moon.
When that happens, logic takes over maths and you do something geometrically sound. That's why bevelling a flat mesh works (and my version is probably more locigal than Wing's is, for once...). But I forgot this particular situation.
Vidiot: It seems to me (but I might be wrong), that you're forgetting about smoothing method. In AoI, use the Smoothing Method. Approximate option is flexible, you can have smoothing between 0 and 1 for every vertex and edge. Smooth mesh -Catmull-Clark- is not intended to provide the final smoothed mesh, but to refine the mesh through subdivision as you're working on smaller details. That's a big difference with modelers that don't do "auto-smoothing", like Wings.
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You´re not that wrong! ;-) I tend to oversee those things.
I´m used to the workflow of Truespace and look for similarities instead looking at the stronger and weaker parts of every 3 D Software with an
open mind.
Sometime it´s hard to get used to something new like Polymesh editor - and AOI in General. I´m working on that.
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0.41 out, as announced in the AoISP open discussion forum. This fixes all the bevel function "gliches" (and boy there were some!).
Marc: you can do successive bevel using the bevel tool and dragging the mouse as many times as you wish (though two is probably enough). Here is a cube extrude twice (much as you'd like two) and bevelled twice with all edges selected:
http://francois.p.guillet.free.fr/tmp/bevel.png
Last edited by fpgui (May 5, 2005, 5:51 pm)
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Whoaa! That looks deadly. I will try this new version out!
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Hmmm, check out this one, I beveled twice. I guess it's possible to "go overboard" with the bevel, and I'm not sure this is a bug, but just in case:
http://www.friendlyskies.net/AoI/bevel_41problem.aoi
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Bug, sigh... Bevel is really #{[#{[|!
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