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Messages - probiner

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This script repo

Has allowed people to do quick I/O between apps without paying file management price. Check the demo videos.
I was wondering it someone here could contribute to make it work with Meshmixer!

Another consideration is that maybe operations that don't alter the topology configuration but just move it around could export out the model back to it's original polygon configurations (for example, quads). But this another topic.

As of now it would just be nice to have this quick IO possible with in MM.

Gallery / Re: Golem
« on: September 19, 2011, 05:37:28 PM »
Anyway a long time after and applicattions after this is how it end up looking =)

Turntable and bigger images


Gallery / Golem
« on: June 06, 2011, 04:01:30 PM »
Trying to make this for a job test.
Still adding coarse detail to it. (having some issues with droping parts, that cause crash) Fine detail will come later.


Bug Reports / Re: Convert OBJ to Part. Drop Part. Crash!!!
« on: June 06, 2011, 07:12:34 AM »
RMS can you look into the OBJs o have posted along this threads post, convert them to parts and debug them? I tryed many workarounds but i always either get the crash or the errors.

I'm am trying to do an actual work with it, at my own risk, and this is slowing me down ;(


Bug Reports / Re: Convert OBJ to Part. Drop Part. Crash!!!
« on: June 05, 2011, 04:49:03 PM »

Another example. This one doesn't crash, but it make erros in the border. And if i pass with any brush on those errors polygons will simple disappear, and if i export an OBJ to try fix it on another app, it simple gives me an error while loading the OBJ file.

Very annoying. Any helps is welcome, since i'm trying to actually complete a job with Meshmixer.


Bug Reports / Re: Convert OBJ to Part. Drop Part. Crash!!!
« on: June 05, 2011, 04:34:00 PM »
Not acceptable, this is a simple object. If i wanted to do extrusions, Meshmixer would not be the first software that would come to mind, I would just stick with my main app. It either mix meshes right or it doesn't.


Bug Reports / Re: Convert OBJ to Part. Drop Part. Crash!!!
« on: June 05, 2011, 02:18:08 PM »
For example check this:
1 works
2 works
but when i join (3) them it doesn't.

Download and try it yourself :S

Bug Reports / Convert OBJ to Part. Drop Part. Crash!!!
« on: June 05, 2011, 09:19:53 AM »
Need help. Try to convert the attached object into a part. Then apply it to a bunny or whatever. It crashes me all the time.
Using meshmixer 6. Ty for any hints.


Wish List / Selections from OBJ
« on: May 23, 2011, 01:29:24 AM »
some selections can be easily done in the main 3D App better than in meshmixher.
This would speed up some works instead of painting selections. I don't know what OBJ data could be used to it... Materials? Vmaps?

Also saving selections and loading them back with boolean operators is a great time saver.


General Discussion / Re: UV maps
« on: May 22, 2011, 09:26:53 PM »
Like i said, i manage to tackle it for now pretty well by exporting to meshmixer already trippled (meaning i triangulated the quads in Lightwave).
Good Luck with the developing, it's coming along nicely.

Some examples of what i wanted attached.

stage 1: Original mesh
stage 2: Smooth boundary (with original topology in first image, changed topology in the second)
stage 3: Beveled strip.

Cheers and ty for your time

General Discussion / Re: UV maps
« on: May 22, 2011, 08:11:40 PM »
For now i kind of tackled it by exporting the OBJ trippled. Meshmixer will import the triangles as they are and i can morph them back to original position, transfer uv and recover my original polygons. Only thing is that the trippling i can do in my app is different than the one meshmixer does, but i guess that's not a big issue is it?


General Discussion / Re: UV maps
« on: May 22, 2011, 07:25:01 PM »
Well there are several operations were quads can be supported yes. And they could even be restored at export no?

But that was no the point of my post, cause i can tackle that quad and even n-gons issue if i can have my UV intact. Which is not happening  right now when i Export an .obj out of meshmixer5.

with LW and blender i get all the vertices in the UV at -500% U and -500% V.

With Wings3D i get The UV map like the attachment in this post.  Seam points aren't discontinous in the UV anymore and it messes the UV up.

Is there a way to prevent this UV mess up?


EDIT: just so i am more clear. If i make a UV in Main 3D App where each polygon, be it tri, quad or n-gon, is a separate UV island, later, even if that polygon was divided i can unweld the mesh by UV seams (being those the original polygons edges) and then merge all divisions back into the original polygons. So you see that in order to do that i have to get my UV seams back intact.

This would expand probably meshmixer use, to a mesh deformer to make morphs. Probably a longshot.

General Discussion / UV maps
« on: May 22, 2011, 06:29:01 PM »
Hi, first of, thanks for this app.

I find it having unique or smart features.
I would like to point smoothing boundary, brush size being 3D related and not screen related and several smoothing operations great plus for this app.

I am trying to do some operations like Boundary Smoothing that won't change the object topology and then bring it back to my main app, Lightwave.

Thing is, i input quads and ngons and i get triangles back. I could tackle this if the UV remained intact, but it doesn't. All points are are -500 U and -500% V when i open the exported obj back in modeler. Why?

Thank you

EDIT Also tryed with wings3D and the discontinous points are the issue. The whole UV was well not a -500 U and V, but the points of seams were only in a single location making the UV bad. So how to prevent this?

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