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Retopo room poly groups are getting corrupting


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Manually retopo'ed the head, add it to a poly group, hid it. Did some work woth on the body and legs, then unhid the head and its corrupted (polygons at the neck). This isn't the first time that hiding polygroups get corrupted, fix it up and a bit latter another group will get corrupted.

So that its basically not possible to segment up the retopo process, as you can almost guarantee that working on one group will be corrupting a different hidden one *sigh*.

 

image.thumb.png.f179bb68abe3e8631b48e8e34e04400d.png

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6 hours ago, Deano C said:

Manually retopo'ed the head, add it to a poly group, hid it. Did some work woth on the body and legs, then unhid the head and its corrupted (polygons at the neck). This isn't the first time that hiding polygroups get corrupted, fix it up and a bit latter another group will get corrupted.

So that its basically not possible to segment up the retopo process, as you can almost guarantee that working on one group will be corrupting a different hidden one *sigh*.

 

image.thumb.png.f179bb68abe3e8631b48e8e34e04400d.png

Without knowing a bit more about the steps you're taking that cause this issue it's going to be difficult to reliably reproduce the results you're getting, however I've personally found that one of the most common causes of hidden polygroups getting deformed in a way similar to what you're describing occurs when a collection of connected polygons are split across multiple layers (especially when the Auto Snap or Conform Retopo Mesh options are enabled).

Since selecting faces of an object and moving them to a different polygroup doesn't separate them from the remaining faces it can occasionally lead to those hidden but still connected faces being affected by operations performed on any other polygroup that contains polygons connected to the hidden faces/groups.

In order to ensure that doesn't happen you can select the faces you wish to move to a new polygroup and choose the Separate option in the Selected section of the Tools panel which will, as the name suggests, separate the selected faces from the rest of the poly object before moving them to a new polygroup.

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If you need to merge the separated faces with the rest of the object again later you can simply select the necessary faces, move them back to their original layer and use the Weld Vertices tool (also located in the Selected section of the Tools panel) to merge the vertices along the edges.

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Whilst its possible (likely) they are connected, it still shouldn't be corrupting them. There is no reason for hidden vertices to being thrown in to random positions. Any sensible geometry engine at this point, where some are clearly marked as 'not in play' should simple split them (disconnect) and leave them in the last known good position (with a nice warning to the user).

Things I know to do it:

Split ring as it seems it doesn't split into the hidden group and so freaks out.
Use of symetry command - I think because its hidden it doesn't test the limit surface so again just throws vertices anywhere

Sometimes Relax - again I think it can't relax probably in the hidden group but trys to. Not sure on this one.

Corruption like this is never acceptable. Its a bug 

 

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16 hours ago, Oleg_Shapo said:

A quick test showed no problems. I would be very grateful for more detailed information on how to repeat this.

Repo steps

Topo a head (or something of reasonable complexity), give its own group and move those polygon to that group.

Create a new group and a few rings connecting this group to the head group.

Hide the head group.

Split ring

Unhide head

See the corruption, it should never corrupt the vertices, either the split ring should happen in the head (it shouldn't as it hidden but its more valid then corruption) or it should unlink the edge where the split has happened and pop up message saying hidden edge can't be split.

 

 

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