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Finding Ngons and Tris
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Finding Ngons and Tris // Roundtable
Post by RichLevy // Sep 20, 2008, 2:44pm
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RichLevy
Total Posts: 1140
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Are there any scripts or tools floating around here for finding Ngons or tris on your mesh?
Thanks
Rich |
Post by robert // Sep 21, 2008, 9:03am
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robert
Total Posts: 609
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Sadly no, you can use the quadrify polygons tool to fix most n-gons, but the tool usually leaves a few tris sitting around, the only way to find tris is to see them.:( So when you're modeling pay close attention to the shape of your mesh. |
Post by Jack Edwards // Sep 22, 2008, 2:23am
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Jack Edwards
Total Posts: 4062
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This would be a good feature request. I've seen this done in other apps and it's very useful.
Could be implemented as a selection tool and would be a good first plugin project for someone looking to learn the SDK. ;) |
Post by transient // Sep 22, 2008, 3:04am
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transient
Total Posts: 977
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This would be handy, I agree. A spinquad tool would be nice, too. |
Post by TheWickedWitchOfTheWeb // Sep 22, 2008, 3:23am
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TheWickedWitchOfTheWeb
Total Posts: 858
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This is available on the Model side via the SearchPoly plugin from CKGameFactory if you can find it. You can then, if you wanted to, change/fix them using the tessellate and untessellate plugins from the same person. |
Post by seavu // Sep 22, 2008, 6:31am
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seavu
Total Posts: 46
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Sorry for the newbie question but why are tris (triangles?) a bad thing? |
Post by Tiles // Sep 22, 2008, 6:37am
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Tiles
Total Posts: 1037
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Tris are not in general a bad thing. There are situations where you need tris. Most Gameengines for example can just handle tris.
But tris are bad while modeling. Edgeloop or faceloop usually goes along quads. Tris makes big trouble with edgeloops and faceloops.
And tris smooth badly. Which is important for characters for example. SDS divides a face usually in four quads. Now imagine what happens to the mesh structure when the mesh is made of tris and you apply SDS. What you get is a meshflow that is nearly not animatable. |
Post by transient // Sep 22, 2008, 1:39pm
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transient
Total Posts: 977
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This is available on the Model side via the SearchPoly plugin from CKGameFactory if you can find it. You can then, if you wanted to, change/fix them using the tessellate and untessellate plugins from the same person.
I've got the spinquad plug-in in gamesapce/ 6.6, but it would be nice to have in workspace. It's modeling tools are coming along nicely, but are still lacking a couple of things.
It's not possible to get the ckgamefactory plug-ins anymore, except for a few free ones at the digivision site. |
Post by RichLevy // Sep 22, 2008, 2:01pm
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RichLevy
Total Posts: 1140
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Sorry for the newbie question but why are tris (triangles?) a bad thing?
Tris will happen, and as Tiles mentions they do not SDS well, worse are ngons (not a polygon, which is 4 sided, they have 5 or more points and some 3D engines hate them as well as rendering engines, SDS and animating them can be unpredictable and messy.
Well, the good news is I did not miss it than :D the bad news is... it ain't in there :) Thanks for the help everyone.
BTW SpinQuad is another great suggestion.
Rich |
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