Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 03-07-2012 , 07:28 PM
mike-ster
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Polygon merge plane problem

Ok so here's the problem. I'm trying to create an alien for a student project I am currently working on. The problem occurs when I combine both the head and the body together by vertices. I get this uneven incoherent results of poly-plane between the area of the neck. Any solutions on how to fix it and what I'm doing wrong?

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# 2 03-07-2012 , 08:47 PM
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need to see the parts before you connect them and with smooth preview off.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 3 03-07-2012 , 09:10 PM
mike-ster
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Does this help?

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# 4 03-07-2012 , 09:16 PM
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select the combined object and then mesh>cleanup...

select matching polygons

check - nonmanifold, lamina, edges with zero length, and faces with zero area and see if it finds something. It just looks like you have some thing broken in the mesh. Cleanup should find it.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 5 03-07-2012 , 09:20 PM
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Rick could be that one has the mesh flipped, check your norms...........dave




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# 6 03-07-2012 , 09:29 PM
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yepper dave could be flipped normals. cleanup would find that as nonmanifold though.

I do see another issue with the topo as well see the attached markup...

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"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 7 03-07-2012 , 09:46 PM
mike-ster
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Ok so this is what cleanup found. Forgive me for my ignorance but how do you fix the problem manually, unless cleanup would fix it up automatically? I don't use cleanup so this is new to me.

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# 8 03-07-2012 , 09:57 PM
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okay instead of "select matching polys" select "cleanup matching polys" and run cleanup again.

There is clearly a problem with the connection you created and it appears you have some zero area faces or zero length edges.

you may also marquee select the indicated verts and ensure there is only one vert at each of those spots and if not merge them.

if that fails delete all the faces of the connection. Then make sure all the verts at the boundary edges are merged and there is only one vert at each point on the boundary.

Finally, instead of merging point by point do a bridge between the two boundary edges.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 03-07-2012 at 10:00 PM.
# 9 03-07-2012 , 10:46 PM
mike-ster
Join Date: Jan 2011
Location: England
Posts: 23
Ok I will try it soon. And thank you.

# 10 03-07-2012 , 10:55 PM
mike-ster
Join Date: Jan 2011
Location: England
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I've tried it and it has worked!!!!! THANK YOU SOO MUCH. I really do appreciate all your help Dave and Ctbram.

# 11 04-07-2012 , 07:39 AM
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you are a great teacher.you also have to bring out the best in the future of the animation designer.
i think that you need to see clearly before you connect them .

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