Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 984 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
LucasJoshua, Baklazhan, Hanky27, firatv, wandaluciaia
19053 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Merging vertices in MED #87125
08/23/06 00:07
08/23/06 00:07
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
Senior Member

Joined: Jul 2005
Posts: 366
I have noticed that default vertex MERGE command is very aggressive. Would it be a way to fine tune it? something like a Merge tolerance, or threshold setting...

If not... what would it take to have something like this?

Emilio

Re: Merging vertices in MED [Re: eleroux] #87126
08/24/06 03:27
08/24/06 03:27
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
Senior Developer
anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
Scale the model until it is really big, merge it, then scale it back to its original size


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: Merging vertices in MED [Re: anonymous_alcoho] #87127
08/25/06 00:11
08/25/06 00:11
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Vertices within a half quant radius will merge. Half quant is a lot for this and I've suggested numerous times for it to be reduced drastically (to something more around 0.1). Anything finer in precision than 1/16 of a quant has little meaning so that should be the minimum. There is no way for it to be changed or any threshold to be set.

Using the scale tool is very inaccurate - avoid using it as you will pretty much never get the original size again. You can get close, but it won't be the original size. When joining models along a seam, never use the scale tool for any reason as it'll cause misalignments.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Merging vertices in MED [Re: ulillillia] #87128
08/26/06 01:11
08/26/06 01:11
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
Another alternative tho a pretty lengthy one depending on the amount of vertices you needed merged would be to select two vertices at a time and use weld instead of merge. Will take longer but you wont have to worry about merging vertices you dont want together.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Merging vertices in MED [Re: FeiHongJr] #87129
08/26/06 05:12
08/26/06 05:12
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
Senior Member

Joined: Jul 2005
Posts: 366
Thanks all for the replies.

Scaling a model up is a nice idea at first thought, but unfortunately there is not a numeric way to do this (I could easily scale a model 2.0 and then go back to 0.5, but not by dragging the mouse!).

The models in question have a lot of geometry needing to be 'merged' so doing it by hand with Weld is also not viable.

I think there should be a 'merge' and 'weld' tolerance in a future version. Shouldn't be so hard to put that in the preferences.

In the meantine, two things are helping:

1) Vertices are merged in animation frames. So, if I can make a frame in which the Merge will not 'close shut the mouth' or 'stick the fingers together', provided that I can spread the fingers apart and open the mouth by rotating the bones in that particular frame.

2) Instead of <select all> and <merge>, it's best to use the <mesh tester> in vertex mode: it will select all the vertices that are 'open meshes'. I can then MERGE them.


Moderated by  HeelX, rvL_eXile 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1