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MetKiller Joe
June 4th, 2009, 06:15 PM
http://img189.imageshack.us/img189/9809/errorp.jpg

My problem is that I'm trying to make a model that has a glass surface you can stand on. That bit of non-colliable geometry is there to create the illusion that the model solid continuously and is detached from the rest of the model. So, I thought that by assigning this piece ! that tool would approve the model as sealed, and, at the same time, would let me put a piece of glass there (this would normally generate update edge errors I think). Yet, when I do this, I get an open edge error.

Higuy
June 4th, 2009, 07:31 PM
I think its because the bottom edge is not using the sealed world rules. I think under the non collidable face, you need have another, that is collidable. If its not that I really need some more info because I seem's kinda blurred at the moment at what your trying to do. The glass should work witht he % property though.

MetKiller Joe
June 4th, 2009, 07:52 PM
http://img197.imageshack.us/img197/9431/renders.jpg

Hope that makes it clearer.

PopeAK49
June 4th, 2009, 08:03 PM
Don't weld your glass vertices to the geometry!!! That could be your problem. Leave the glass alone. To fix this just detach the glass from the geometry.

MetKiller Joe
June 4th, 2009, 08:05 PM
Don't Weld your glass vertices to the geometry!!!

I'm slowly realizing this. Anyway to push them back a smig (tried the push modifier, and all that did was shift it on the z axis)?

PopeAK49
June 4th, 2009, 08:09 PM
Here I'll help.

1.Go to edible poly and select the polygon tool.

2.Select the polys that are all on your glass surface.

3.Then click detach as glass.

4.Usually what I do after this is I leave the glass as a seperate object from the model, and i simply attach it to the frame, but you can attach the glass back to the geometry but make sure you don't weld the glass verts with your geometry verts.

5.Then export. Hope that helps alittle.

neuro
June 5th, 2009, 11:03 AM
tool doesnt care if your shit is welded or not, heck, you can even have every single face unwelded.

what pope said prettymuch sums it up.
convert to editable mesh first, and weld the verts (just to make sure they're on the exact same position), then detatch your glass, and link it to the frame. if you want to have the glass collidable, you have to set it to doublesided. if it's render only, then it can be one-sided.
the double sided part makes the one plane of glass obey sealed world rules. no need to make the part below the glass non-collidable.

MetKiller Joe
June 5th, 2009, 11:14 AM
Alright, thanks guys, that worked.