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› Why does this happen? (FSDS)
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Why does this happen? (FSDS) (Read 224 times)
Jun 16
th
, 2004 at 12:03pm
Wing Nut
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Now, when I go to make a shape, (in this case gear doors) I run into this whenever I move a point inside of the line created by two other points. There is nothing connecting the two outside points, so why did this happen? Pretty frustrating... ???
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Last Edit: Jun 16
th
, 2004 at 7:00pm by Wing Nut
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Reply #1 -
Jun 16
th
, 2004 at 12:17pm
SilverFox441
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It's a twisted poly...quite common when you perform the action you describe.
Delete the offending poly and recreate it manually. Tedious, but effective.
Steve
(Silver Fox)
Daly
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Jun 16
th
, 2004 at 7:02pm
Wing Nut
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Nope, didn't work. There are no points on the offending line and I tried eliminating all the poly's touching it in turn, but nothing happened. How does a poly get twisted?
This is a very simple part. All I did was take a tube, flatten it out, and shape the points to the door....
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Jun 16
th
, 2004 at 8:24pm
Felix/FFDS
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Quote:
Nope, didn't work. There are no points on the offending line and I tried eliminating all the poly's touching it in turn, but nothing happened. How does a poly get twisted?
This is a very simple part. All I did was take a tube, flatten it out, and shape the points to the door....
Post a screen shot of the perspective view, but in wireframe mode - I think we'd like to see the placement of those vertices.
Felix/
FFDS
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Jun 16
th
, 2004 at 10:36pm
Wing Nut
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I've run into this before, but have always been able to work around it. Unfortunately, this time, it's just not possible because I need that angle in there...
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Reply #5 -
Jun 16
th
, 2004 at 10:52pm
Felix/FFDS
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You've created a concativity that FSDS doesn't like to display well. It (normally) appears all right in the sim.
HOWEVER, my preference, if you don't need the part structured, would be to:
1 add two points to the top and bottom and move them/snap to vertex at the pink points indicated.
2 delete the top and bottom polygons, and
3 rebuild the top polygons again. Create the triangle polys as shown (red and light pink) with the correct orientation, and then the larger polygons.
Felix/
FFDS
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Jun 16
th
, 2004 at 11:56pm
SilverFox441
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When I've encountered this the bad poly has always been the one that uses all the points encompassed by the twist. Cycle through the polys in poly mode and you can find the offending poly quickly.
In your case it would be one of the large faces of the door (Idon't know if it is inside or out). Delete that poly and rebuild it in poly mode.
Felix's method certainly works...but I found my own way around it before hearing the immortal words of Inspector Poly for the first time.
Steve
(Silver Fox)
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