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#15 August 15, 2012, 07:21:12 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I have a solution. When I was finding out, what's wrong, I figured out, that Zmodeler shows, that object have more polygons, that I can see. And then I discovered, that they were many of very tiny polygons, almost zero sized, which are not necessary (you cannot even see them), but they are there and causes crash of MWE.




So solution is time consuming, but it's the only way.




1.) switch Zmodeler to FACES level




2.) Select-single




3.) By right click, select faces, that you can see and are visible part of model




4.) Detach your selection from redundant polygons




5.) Delete that tiny motherfuckers :evil:

#16 August 16, 2012, 09:58:59 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
That makes a lot of sense, I can imagine MWE having trouble calculating polygons that are 0 in size.




Strange thing remains though, The models I create in C4d don't contain those bugs easily. If those kind of issues happen to your model in C4d, you will have a lot more issues to worry about with that geometry.


 




For complex models it would be quite a task to manually run down every polygon.

#17 August 16, 2012, 11:01:17 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
One hint: If you are sure, that your model don't contain that "problematic" polygons, just incrase LMAP resolution. Set resolution to more than 6.0 and try then  <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">