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Author Topic: connect edges bug  (Read 2919 times)

ADSohr

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connect edges bug
« on: February 11, 2010, 01:21:57 am »

hi.

i've been working on a detailed model and found that when i select many edges and use the "edit>connect edges" command the program will add useless edges in between points that originally did not have an edge between them. e.g. i have two 4 sided faces sharing one edge, i select the top two and bottom two edges in the faces and use the connect edges command, which is supposed to subdivide the two selected edges opposite eachother in a face and put a line between them. when i use the command in the example i would end up with 4 four-sided faces, however unlike normal it will put a new line between the 2 new vertices that were created. that new line really messes up the flow of subdivided objects. another consequence of using the "connect-edges" tool is that the normals of the some of the faces are flipped, which is very annoying considering the detail of the model and the small faces and complex geometry.

i have been working on a subdivided model, don't know if that changes things.
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Raxx

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Re: connect edges bug
« Reply #1 on: February 11, 2010, 02:52:52 am »

Hmm, I tried out different combinations with two attached quads but the results were as they should be. Could you post your mesh or the part that's being a problem so we could check it out? Or post screenshots of before/after?

It's possible that you've got problems in your mesh or you selected more edges by accident. Attached is what I get (and what it's supposed to do)
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ADSohr

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Re: connect edges bug
« Reply #2 on: February 11, 2010, 01:28:08 pm »

heres the file.

the problem occurs when i use the connect edges tool on many edges at once in order to add the bumps around the jaw, above the eye, and to the mouth. the general process was take a face and split it until it was the right size, then use the pyramid tool to make the bump

there are alot of many sided faces that may also have something to do with it, it isn't exactly the cleanest mesh.

i'll try and make some before/after pictures later.
« Last Edit: February 11, 2010, 01:30:30 pm by ADSohr »
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Raxx

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Re: connect edges bug
« Reply #3 on: February 11, 2010, 02:25:21 pm »

Ngons other than quads more than likely would cause a problem. Connect edges does just what it says it does. It splits the selected edges in half and connects them to all other split edges in the same polygon. So if you selected three edges in a quad and connected the edge, you'd get a triangle. If in a 5-sided polygon you selected two edges on top and one on the opposite side, again you'd get a triangle. It doesn't care if it's a malformed polygon with 5 divisions along one side...it's still going to connect each division/edge to each other. The best use of this tool is to divide edge loops.

Nice work btw
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ADSohr

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Re: connect edges bug
« Reply #4 on: February 11, 2010, 03:53:26 pm »

allright, that explains the problem with extra edges, but what about the inverted faces? say i do connect edges on the tip of the nose, for some reason most of the faces on the head and a portion of the neck get the normals flipped
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Raxx

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Re: connect edges bug
« Reply #5 on: February 11, 2010, 04:15:22 pm »

Again, I can't replicate that (or I'm connecting the wrong edges). How about connecting those edges for me and then attach a saved copy so that we can see what you're getting?
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ADSohr

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Re: connect edges bug
« Reply #6 on: February 11, 2010, 05:37:16 pm »

here is a picture showing the problem areas as well as the old save file.
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