Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 12-12-2013 , 07:08 AM
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Non-Manifold errors

Hello, new to this Forum hoping to find folks with some answers... Anyways, I've been trying to rig up models I've Acquired from various websites, most all .obj and some .obj I've modeled myself. Soon as I try to Smooth Bind with Heat mapping any these models, I get a Non-Manifold Mesh error. I've gone very carefully over my own models and can't find anything that fits the Non-Manifold description. Even models found on websites give this error. I tried using clean up and still get the error. Anyone have suggestions on how to resolve this?

# 2 12-12-2013 , 09:03 AM
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Very odd the clean does not find it. You checked (1)non-manifold, (2)polygons with zero area, and (3)edges with zero length, and (4)laminar faces?

You can try to import the obj model and then export to fbx sometimes that will clean odd nodes from an obj.


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# 3 12-12-2013 , 10:51 PM
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I'll try the FBX trick tonight. Is there option to check for all those things you mentioned? Scanning the model visually I couldn't find any the errors.

# 4 12-12-2013 , 11:07 PM
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Well the non-manifold issue has been around since before it was included in maya on heatmapping. I tend to not use heatmapping "heatweight" in cases where geometry is not sealed. It mainly has to do with how it determines falloff with heatmapping. The process is as simple as maya goes and jams thousands of balls into your mesh and based on amount of marbles from said joint location it determines the falloff rate and how it will affect the joint in terms of weighting. As you can imagine this becomes a huge problem when a hole is in the mesh because it is generating that falloff infinitely. To read up more on heatmapping look up the SIGGRAPH documentation on "Pinocchio" from about 2008. Hope that helps. Otherwise you will just have to seal the hole or get your hands dirty with traditional weight painting methods....

# 5 13-12-2013 , 02:47 PM
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Yes all the options I listed are check boxes in the check tool but it sounds like the NMG errors may have to do with an issue with heat mapping so not sure the check tool is going to help you.

Thanks Chav for the heads up on heat mapping. I'll take a look at the SIGGRAPH talk.


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# 6 13-12-2013 , 06:48 PM
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Well the non-manifold issue has been around since before it was included in maya on heatmapping. I tend to not use heatmapping "heatweight" in cases where geometry is not sealed. It mainly has to do with how it determines falloff with heatmapping. The process is as simple as maya goes and jams thousands of balls into your mesh and based on amount of marbles from said joint location it determines the falloff rate and how it will affect the joint in terms of weighting. As you can imagine this becomes a huge problem when a hole is in the mesh because it is generating that falloff infinitely. To read up more on heatmapping look up the SIGGRAPH documentation on "Pinocchio" from about 2008. Hope that helps. Otherwise you will just have to seal the hole or get your hands dirty with traditional weight painting methods....

Oh, ok. Well that makes alot of sense why my models aren't working at all. I'll take a look the Pinocchio vids. I don't mind doing the weight painting, I figured i'ld have to ajust things anyways with the auto system.

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