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Custom Mesh Extrusion Problem
#11
(08-11-2013, 02:46 PM)SJM Tech Wrote: It is a Curvy but...could you report a bug with your screenshots and a link to this post to point this problem to Jake?

Done and done.
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#12
I Did another test... I opened and saved the provided Curved mesh (TunnelMesh) in GameDraw and the result gives the same wrong mesh extrusion.


Attached Files
.zip   TunnelMesh_GD_open&save.zip (Size: 1.51 KB / Downloads: 3)
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#13
(08-11-2013, 03:06 PM)SJM Tech Wrote: I Did another test... I opened and saved the provided Curved mesh (TunnelMesh) in GameDraw and the result gives the same wrong mesh extrusion.

Tried it in my installation and have the same bug too. Interesting that even a copy of this mesh does it.
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#14
Thank you all for reporting this and for the example file. I'll look into this bug and report back here.

Jake
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#15
(08-11-2013, 06:06 PM)Jake Wrote: Thank you all for reporting this and for the example file. I'll look into this bug and report back here.

Jake

Excellent! Thanks! Big Grin
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#16
I don't have blender, so the import failed.

But I did some tests with the other meshes and all meshes are missing triangles (at least when I add them to my project. Does they have triangles in your project?). The custom mesh extruder needs either triangles or a nonclosed edge list (like a line). I edited a standard primitive cube in GameDraw, detached a face and saved it. Resulting mesh looked right (4 verts, 2 tris) and worked. The mesh extruder also extrudes along the z-axis, so I made sure my example face is on the X/Y plane.

I opened my TunnelMesh in GameDraw and saved it, again I got triangles and everything worked like expected. I don't have a clue how the triangles got corrupted, maybe you have?
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#17
(08-12-2013, 11:07 AM)Jake Wrote: I don't have blender, so the import failed.

But I did some tests with the other meshes and all meshes are missing triangles (at least when I add them to my project. Does they have triangles in your project?). The custom mesh extruder needs either triangles or a nonclosed edge list (like a line). I edited a standard primitive cube in GameDraw, detached a face and saved it. Resulting mesh looked right (4 verts, 2 tris) and worked. The mesh extruder also extrudes along the z-axis, so I made sure my example face is on the X/Y plane.

I opened my TunnelMesh in GameDraw and saved it, again I got triangles and everything worked like expected. I don't have a clue how the triangles got corrupted, maybe you have?

Hmm I'm not sure about the GameDraw thing since I don't have it (I hope SJM Tech can chime in) but the blender meshes I used did have triangles as seen in my first screenshot. Could you try the Quad mesh included in Unity? Have you downloaded and tried the example from SJW Tech? I'm using Unity 4.2.0f4, perhaps this is the issue? If you could share a new mesh you created I could try if it works when imported.
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#18
Ok, found the issue. I created a quad mesh in Unity 4.2 and copied it into my develop project (Unity 3.5.7). This resulted in a mesh without triangles. I'll repeat my tests in 4.2 now...
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#19
(08-12-2013, 12:17 PM)Jake Wrote: Ok, found the issue. I created a quad mesh in Unity 4.2 and copied it into my develop project (Unity 3.5.7). This resulted in a mesh without triangles. I'll repeat my tests in 4.2 now...

Ah! Glad you could reproduce the error. I wonder why Unity changed the way it handles mesh data in 4.2.
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#20
(08-12-2013, 12:24 PM)Kriechgebuesch Wrote: Ah! Glad you could reproduce the error. I wonder why Unity changed the way it handles mesh data in 4.2.
Working with Unity for so many years now, nothing suprises me anymore Confused The bad thing is that I don't have any statistics about my customers, not even an email address or any opportunity to make a survey. I would drop Unity 3 instantly, but I'm worrying about loosing customers. Supporting multiple versions is a pain...

Regarding the custom mesh errors: Extrusion is done in two steps: finding edge loop(s) and extruding them. Looks like the sorting inside the edge detection is causing the trouble.
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