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Degenerate poly finder

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32
If you are having trouble tracking down a degenerate poly, you might expect them to be wearing a leather jacket, smoking and wielding a flick knife while they buly other polys. Not so they are quite good at blending into the crowd.

To track them down quickly, make a not of the co-ordinates in the warning dialogue and the name of the part (welding vertices may createmore problems than it solves).

The coordinates will not always coimncide with "world" coordinates :banghead:
First of all they are references from the centre of the part, not the model or scene. Secondly, the axes of the coordinates may not match those of your mesh because of how you have edited it.

If the coordinates fall on an empty space then you will have a little detective work to do. Using maths or moving your objects centre point to the centre point of the scene you can "zero" the coordinates to make them useful by reading off the pointer coordinates. If they still do not point to a culprit, your axes don't match the ones in the coordinates, pick 2 value and try them in all the axes in turn until your cursor lines up with one or more vertices the third figure will then guide you in.

I hope that saves someone the day or 2 of head scratching it took me; like most things it is obvious when once you have done it once.

I only had the one delinquent and I have no idea how it got there, I blame the parents.

Mark Adams
Dodosim.com
 
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Mark, thanks for your humor....first big smile of the day.

I've also done my time bounty hunting those no good degenerates. Your way is no doubt much wiser than mine, but sometimes I just need to start whacking at my model...makes me feel better.

My method is to test export the model with half the polygons hidden. Continue the text export and the "halving" process and you catch the bugger before 4 or 5 iterations usually.

thanks again...always more than one way to skin a cat!

Bob
 
Bob,

Yeah, that's basically what I do. Locate the offending part, and then delete half, which also usually makes the offending polys visible (as a line) if you spin the view around a bit. Then it is a simple matter of re-mirroring and re-welding (which might have been what caused the problem to begin with).

Works well for me and is fast.

Patrick
 
ya, only don't delete, just go into the submode and "hide"...that way you never have to rebuild anything.
 
Definately more than one way to skin a model.

Now I can do it in a single step as soon as the error appears I will go straight to the culprit's coordinates and fix it.

I reckon it would take me about the same time as just one trial and error cycle of hiding polys and exporting but everybodies brain works differently .
 
but when you have found them how do you fix them? is it just a matter of welding?

thanks

n
 
but when you have found them how do you fix them? is it just a matter of welding?

When appropriate, yes. In some cases though the offending polygon is actually the result of a failed polygon that somehow became a rogue polyline, in which case you simply delete the silly thing! :)
 
A handy tool for finding rogue polys in 3DS Max is the "STL Check" modifier.
 
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