Horrible manglifying of my mesh
by Daniel Buckmaster · in Artist Corner · 12/20/2006 (7:46 am) · 4 replies
I have a mesh that I'm very proud of, which in't terribly complicated, and I'm using the .92 exporter to get it into Torque. However, when I create one in the world editor creator, it appears horribly disfigured, with all manner of problems with triangles being attached to things they shouldn't be. There's also a huge plane extending out to infinity that I definately don't remember putting in the mesh.
I remember a thread with a similar problem, but I can't for the life of me find it. I remember that the advice was to use the .921 exporter, but that yields the same sorts of problems. Any suggestions?
I remember a thread with a similar problem, but I can't for the life of me find it. I remember that the advice was to use the .921 exporter, but that yields the same sorts of problems. Any suggestions?
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
12/20/2006 (12:16 pm)
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#3
12/20/2006 (12:46 pm)
Make sure all of your vertices are assigned at least a weight > 0 to at least one vertex group / node. I generally create a root node (named "root") that doesn't get any animations and assign all vertices to the "root" vertex group with a really small weight like 0.01.
#4
12/21/2006 (12:36 am)
Quote:I don't know anything about blender, but what you're describing sounds a lot like what happens whenever I try to export a mesh with more than 10,000 triangles from gameSpace.Only 1520 tris, without any optimisation. I'm modeling in quads, so I just did a 'quads->tris' to quickly check the number. 914 quads, in case you're wondering.
Quote:Make sure all of your vertices are assigned at least a weight > 0 to at least one vertex group / node. I generally create a root node (named "root") that doesn't get any animations and assign all vertices to the "root" vertex group with a really small weight like 0.01.They should be, but I'll try that, thanks.
Torque Owner Aaron E
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If I can ask, how many polygons are you pushing with the offending mesh?
[Edit: apparently, 'triangles' has an 'r' in it]