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"Wall" Problem
Posted: Sun Apr 05, 2015 6:25 pm
by Lorul1
hello everyone
When I export my mesh and open it in the mesh viewer i get a bunch of "walls" shooting out of it.
and when i open it in zero editor it crashes
In this picture you can see that there are walls shooting out of the two rooms
Re: "Wall" Problem
Posted: Mon Apr 06, 2015 3:35 am
by thelegend
It probably seems you deleted some edges so that there aren't any tri or four faces anymore. As far as I know you can't have a polygon with more than 4 edges. You may need to add them manually via add edge tool. I have had the samr problem when I wanted to add some windows to walls. Just make sure you don't get over this limit.
Re: "Wall" Problem
Posted: Mon Apr 06, 2015 1:28 pm
by Lorul1
yeah i added a cut out to the model using the knife tool
thelegend wrote:You may need to add them manually via add edge tool
how do i do this, is there a way i can take away some of the edges from my 5 sided polygon ?
Re: "Wall" Problem
Posted: Mon Apr 06, 2015 2:15 pm
by thelegend
On the left side (Model> poly.mesh (hope that's the proper one)) look for add edge tool. Make sure you connect from point to point (what I mean is don't hit the middle of the edge. You can also add polygons. It must be next to the add edge panel.
Re: "Wall" Problem
Posted: Wed Apr 08, 2015 7:18 pm
by Epifire
If you're using XSI, you can easily triangulate a whole mesh/selection to avoid any unwanted ngons which is what you seem to be having a problem with.
IF you're using Softimage|XSI just select the whole model (in poly select mode), right click to get the drop down menu and select Subdivide Polygons (be sure not to hit Local Subdivision Refinement!). Once you do that you should get a options that pops up and under type select triangles.
If you don't see that options menu pop up, you can manually find it's operator stack under the model's hierarchy (hotkey

. That should effectively solve you're problem with ngons, no matter how many times you slice through the model. I generally triangulate my meshes when ever I finalize for export. Just gets more accurate faces which helps a lot for some advanced render mode options. One bad side effect that can occur is that if you triangulate a more organic model you may have certain quads subdivided across the wrong vertexes. In that case you can manually add edges, but that's more of a minor thing.