export error in general
When using "SeamNetUnifiedMesh" as mesh type, I get an export error almost every time; no matter what settings for density is set. This happens with most of the builtin bots; exporting as "Primitive Elements" does work. Am I doing something wrong?
Can you describe a particular sequence that leads to error - drag such and such bot from the library into the bot panel, place it into the workspace, click Export, etc. I'll try to reproduce it.
I choose, lets say the TriSpiro 2-auto* bot from the right side panel,
then click on the canvas, wait until the bot is done and then try to export
via File->Export and run into the export error.
Originally Posted by exemega
Generating Unified Meshes of complex bots (with 100's of primitives) is tricky. That is one of the reasons we removed all of the old v2 bots from the v3 release packages. I see that you are working with a v2 Bot.
That said, our meshing engine is remarkably robust, and capable of producing spectacular unified meshes of very complex arrangements of primitives. We have produces many -- based on highly complex bots. A good understanding of both Bot structure & Mesh Settings is essential when working with the most complex bots.
Actually, just about any Bot (v2 or v3) can be meshed. All but a very few of those v2 Bots meshed in our tests. However, we only tested them with the default seam settings. Most importantly, we had all seam smoothing options turned off.
Importantly, it's not really complexity that causes problems... but rather the 'hostile' very inefficient, even illogical ways that some of those v2 Bots generate and place primitives. The often contain dense knots of primitives (that you may not even notice due to their tight packing). Even when you get such arrangements to work, the resulting mesh is much less efficient and elegant than it could be if the Bot parameters were adjusted.
Here are a few Tips:
-- Spend some time getting familiar with mesh settings. Things like seam width and density can be crucial when meshing bots. Density must be high enough to accommodate the Bots's details, but not so high that GroBoto is forced to attempt to produce 10's of millions of polys -- setting density too low or too high can cause the mesh to fail. See the online docs for info on the 'Base Key on Selected Objs' button (which sets density relative to primitive sizes).
-- Try the simpler built-in Bot variants included with v3. They are actually some of the same v2 Bots, just different settings. Notice how the generally have reasonable distribution of primitives
-- Try turning all Seam Smoothing features off when meshing bots.
-- In general, work up to more ambitious Bots. It's really not to difficult, and the results can be wonderful.
Thank you Darrel, have a nice weekend.
Tags for this Thread