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FSXA Degenerated polygons

Zeiten

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When I run Xtomdl I get some error messages about some degenerated polygons.

It tells me about the coordinates and what object it affects, but guess its FSX coorinates that show up.

I understand what degenerated polys are, but the model looks fine in max and FSX.

Are there any plugins etc that tells me in max whitch polys that needs to be fixed as the coordinates from xtomdl are useless.
 
As you understand, the model will obviously look ok, the polys are redundant of zero area (between the cracks as it were)

They can, however, disrupt smoothing.

To remove them, select all vertices in the relevant object, and weld them within an appropriate threshold.


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Another way of removing the bad polygons is to cycle through the polygons in the part and delete any that appear to have no area (long and skinny) and are along the cracks as Cornea said. As you do this the smoothing will improve. I think this is a more controlled way than a shotgun weld.

I have never made any sense from the list of vertices involved, so I like to do one poly at a time and undo any mistakes

Roy
 
Note, of course, that deleting a polygon leaves the adjacent edges unwelded.

The reality is that if edges are < 0.001m apart, they are the same point once passing through the compiler, but it is "messy" not to weld adjacent seams. Also, smoothing won't be applied correctly.

I suspect the compiler welds these vertices quite well, but gives warning messages.
 
How do you "cycle through the polygons"? I'm assuming that you are referring to some automated way of selecting them by number and in sequence, but I don't know how to do that.
 
I do not know how you do it in Max, but in FSDS you can select "next" or "Previous" for parts, polygons and vertices. The polygons have a sequence based on the order they were created, so you can keep selecting "next" until you end up where you started from. That is what I meant by cycle.

Roy
 
You can also place a Vertex Weld modifier on top of the stack for the object, threshold set to 1mm. That way any vertices closer than 1mm automatically weld as you're building the object: invaluable for VC work. :D

Stepping from one poly to another is not something I've ever found in gmax or Max, unless there's a third-party script somewhere? FSDS has to have something going for it, I suppose.... :duck: ;) (just kidding!)
 
Thanks for the tip about the vertex weld modifier and all the other post.

If anyone know about a script, plugin or a way to decode the coordinates from xtomdl to be used in max please let me know.
 
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