close outside face around inside faces?

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close outside face around inside faces? // Roundtable

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Post by master_rigel2 // Dec 6, 2008, 3:07pm

master_rigel2
Total Posts: 34
I have five inside faces, all on the same plane


I have a bounding polygon with four edges, that are not closed into a face.


How do I close the outside face, so I don't have overlapping inside faces? (How do I make the "form face" function connect vertices automatically?)


Rigel

Post by master_rigel2 // Dec 6, 2008, 5:17pm

master_rigel2
Total Posts: 34
I think I found the answer. I think it's kind of dumb it has to be a two part process though


One has to select a group of polygons. Make them separate geometry, and then use the boolean tools to re-attach the geometry accordingly.


Too bad there isn't a geometry tool to auto-create faces like that.


Rigel

Post by master_rigel2 // Dec 6, 2008, 7:36pm

master_rigel2
Total Posts: 34
And... now it's not working again... What's going on here?

Post by mrbones // Dec 6, 2008, 7:56pm

mrbones
Total Posts: 1280
pic
there mayee a face behind that is not visible, try to connect edges manually or flip normals..

Post by master_rigel2 // Dec 6, 2008, 8:40pm

master_rigel2
Total Posts: 34
mr bones. are yous till following this thread?


I do have overlapping faces, but that's not my problem.


My problem is I want to move vertices, and have the rest of the model go with them. Boolean union on an object that intrudes on the face of another object, draws these edges automatically


These, however, are perfectly flat polygons, pushed up against the face. The position of x, for both is exact.


You're saying there's no way to get truespace to do a boolean union, the same on a four sided object, as it doesn on a six sided object?


Rigel

Post by trueBlue // Dec 6, 2008, 9:03pm

trueBlue
Total Posts: 1761
pic
I just created something similar to your first image posted. I then used Vertex selection mode and selected three or four vertices that were close together and then selected the Form Face tool. I repeated the above until all of the holes were filled with faces on the side of the cube. I did have one face that had a reversed normal for some odd reason. I selected the edges and used the Flip Face tool as Mr. Bones has suggested. Note: This was one mesh.
It could be that you have several elements on top of each other that is causing you problems, given what you have said. To check of this is the case, start deleting elements. You can always hit undo if you delete the wanted elements.
Edit: The Heal Vertices tool would most likely be a better option.

Post by master_rigel2 // Dec 6, 2008, 9:20pm

master_rigel2
Total Posts: 34
Okay. I found another way to do it. Only I discovered I had stray vertices in my last model, and so that's why it didn't work

1. Select Polygons

2. Select Copy Selection

3. Create copies of the selection

4. Select new non-attached polygons

5. Select "Separate selection

6. Select the bounding face

7. Select Boolean Union (boolean merge works under limited circumstances when boolean union won't)

8. Select one polygon at a time

8.5 Select last polygon again (all edges and vertices should appear highlighted

9. Disable boolean merge (or right click)

You should now have automatically formed geometry and bounding faces, without triangle overlap

10. Erase overlapping faces

Now you should have a uniform face.

There are a few caveats however

The faces you are merging, and the face you are merging too must match in

the position of the face, perpendicular to the direction its facing

and the rotation on all axis (this may be offset by 90* depending)

And now it's not working again, on surfaces not facing straight up... Frustrating

Rigel

P.S. Based on what I've said here. Would it make more sense to use the UV editor?
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