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Call of Duty 5: World at War => Help Desk => Modding => Topic started by: Rorke on January 29, 2015, 01:34:21 am

Title: degenerate tris discarded
Post by: Rorke on January 29, 2015, 01:34:21 am
is there any real fix for this?

ive tried the following:
mesh------>qudrangulate...................but dosnt fix it it just tuns the model brown with tiny white boxes
mesh------>fill hole...............it fixed only 11 degenerate tris but left me with 489 degenerate tris which basically fixed jack crap i use maya 2012 BTW im willing to try any other programe at this time
Title: Re: degenerate tris discarded
Post by: Harry Bo21 on January 29, 2015, 08:01:09 am
I also need help with this, my upgraded skorpion has a hole, as does my B2023r and Im pretty sure something else

I tried looking it up, but all I found was some video about converting the tris to quads, but I wasnt sure if that was the right thing to do
Title: Re: degenerate tris discarded
Post by: JBird632 on January 29, 2015, 08:12:43 am
I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.

Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)

Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F10d3fe12ef37d55b81e41be1dec50fcc.png&hash=bdc0199d5db8f2fd811f2d4562544a1f0804861b)
Title: Re: degenerate tris discarded
Post by: Harry Bo21 on January 29, 2015, 08:21:17 am
im gonnna try this right now, thanks Jei

Double Post Merge: January 29, 2015, 08:32:35 am
ok sadly I looked everywhere but cant find this option in maya?

Im using 2012
Title: Re: degenerate tris discarded
Post by: Rorke on January 29, 2015, 01:44:55 pm
Ok I found a fix for this in Maya 2012 I'll post pic's when I get on laptop

Double Post Merge: January 29, 2015, 01:45:56 pm
ps: thanks for the help jbird :-)

Double Post Merge: January 29, 2015, 02:27:53 pm
well gyazo isnt working but here are the instructions:

mesh----->seperate then mesh----->combine re-export the model then re-convert it in asset manager
you will get 1 tris degenerate discarded but the mag wont move but you will need to re-bind the mag and bolt parts or what ever moves


credit foes to:
convictioNDR for this

Double Post Merge: January 29, 2015, 05:48:42 pm
I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.

Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)

Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(http://gyazo.com/10d3fe12ef37d55b81e41be1dec50fcc.png)
downaloding blender......i carnt see mesh to quads in maya
Title: Re: degenerate tris discarded
Post by: DidUknowiPwn on January 29, 2015, 06:22:57 pm
I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.

Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)

Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(http://gyazo.com/10d3fe12ef37d55b81e41be1dec50fcc.png)

When I attempted it: (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfcezR%2F97383f3cb4.png&hash=8158794b1d1e26d36f350062d52cebf2937702f5)
Blender scene: (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfceCt%2F03d318377e.png&hash=51bed72a84aa9c54def5c63f8808da4ebf47bfd5)

Used FBX to import/export both ways, any idea?

Title: Re: degenerate tris discarded
Post by: Rorke on January 29, 2015, 11:30:09 pm
When I attempted it: (http://puu.sh/fcezR/97383f3cb4.png)
Blender scene: (http://puu.sh/fceCt/03d318377e.png)

Used FBX to import/export both ways, any idea?
have you tried using .OBJ instead of .FBX?

Double Post Merge: January 30, 2015, 12:00:31 am
ok i got this:

http://gyazo.com/c166a6f321287b6493c2a197aa2d311f (http://gyazo.com/c166a6f321287b6493c2a197aa2d311f)

so what do i do now? bear in mind i have never used blender before
Title: Re: degenerate tris discarded
Post by: DidUknowiPwn on January 30, 2015, 12:37:26 am
have you tried using .OBJ instead of .FBX?

Double Post Merge: January 30, 2015, 12:00:31 am
ok i got this:

http://gyazo.com/c166a6f321287b6493c2a197aa2d311f (http://gyazo.com/c166a6f321287b6493c2a197aa2d311f)

so what do i do now? bear in mind i have never used blender before
At least bind the weapon and place the clip in before you try doing this ._.
Title: Re: degenerate tris discarded
Post by: Rorke on January 30, 2015, 02:50:44 am
i would but i dont know how to use blender ive never used it before
Title: Re: degenerate tris discarded
Post by: johndoe on January 30, 2015, 10:53:04 am
i would but i dont know how to use blender ive never used it before
bind everything on maya and export it to fbx. then do what you need to do on blender and export again. can't be too hard.
Title: Re: degenerate tris discarded
Post by: sevengpluke on January 30, 2015, 11:29:01 am
I think if you were to bind in maya first then export as fbx and import into blender, you would probably get the same vertices stretches that is shown in dukip picture. Its probably best to just export the mesh, then convert the tris to quads, then just re rig in maya with original bones. I never done this but just a little input.
Title: Re: degenerate tris discarded
Post by: Rorke on January 30, 2015, 03:42:15 pm
bind everything on maya and export it to fbx. then do what you need to do on blender and export again. can't be too hard.
Thanks john :) im a maya person never really thought ide have to use other tools :)

Double Post Merge: January 30, 2015, 03:43:14 pm
I think if you were to bind in maya first then export as fbx and import into blender, you would probably get the same vertices stretches that is shown in dukip picture. Its probably best to just export the mesh, then convert the tris to quads, then just re rig in maya with original bones. I never done this but just a little input.
i will also keep this in mind thanks man
Title: Re: degenerate tris discarded
Post by: R00feR on January 30, 2015, 06:48:40 pm
 :lol: no need to use blender...  100% done in maya

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fst86kt14b%2F2015_01_30_17_57_39.jpg&hash=6315d859b49d1d8366a783a52d2437b3e844dcdb) (http://postimg.org/image/st86kt14b/)
Title: Re: degenerate tris discarded
Post by: Rorke on February 01, 2015, 08:23:28 pm
:lol: no need to use blender...  100% done in maya

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fst86kt14b%2F2015_01_30_17_57_39.jpg&hash=6315d859b49d1d8366a783a52d2437b3e844dcdb) (http://postimg.org/image/st86kt14b/)
so how did you do it?
Title: Re: degenerate tris discarded
Post by: Harry Bo21 on February 02, 2015, 08:28:01 am
dont suppose anyone feels like fixing my upgraded skorpion for me eh? lol
Title: Re: degenerate tris discarded
Post by: Rorke on February 23, 2015, 05:03:02 am
i found a possible fix credit goes to johndoe fir this

Code Snippet
Plaintext
i never tried it with bo2 stuff so i'll rig a csgo weapon with cod4 rigs
but it'll be pretty much the same process for you, only with the same model i guess
you need to load the original model with its rigs
without binding it
then import the new model
it may be smaller or positioned differently
if so, you'll need to scale and/or rotate the model
90 degress on z axis in my case
and then scale it
and of course
try to make it the same size
and put it on the same place
it'll be a lot easier for you since both models you'll use will be the same
then delete the first model
seperate the meshes by going to mesh -> seperate
you can create layers and add the parts of the model to select them at the same time
that V thing hides the layer
select the parts of the clpi/bolt etc
and add to layer
go to display -> show -> all to unhide the hidden meshes
right click on layer -> select objects
then select the respective joint
skin -> bind skin -> smooth bind
when you're done with riggin the parts
select the whole weapon
go to edit -> select hiararchy
bind it to j_gun
that's all
Title: Re: degenerate tris discarded
Post by: ConvictioNDR on February 23, 2015, 06:25:28 am
i found a possible fix credit goes to johndoe fir this
That is literally the exact same thing I told you on Skype a month ago. You tried it and did it wrong if I remember. Pretty sure you messed up on binding the weapon after doing it.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Ffec7b82fbdf6b0b4f7756c55f677d302.png&hash=f0d1ccc834a40b1c5556b000cd31cd60a455a391)
You could have just asked me to make you a step by step instead of wasting a month trying to figure it out xD
Title: Re: degenerate tris discarded
Post by: Rorke on February 23, 2015, 06:32:34 am
That is literally the exact same thing I told you on Skype a month ago. You tried it and did it wrong if I remember. Pretty sure you messed up on binding the weapon after doing it.
(http://i.gyazo.com/fec7b82fbdf6b0b4f7756c55f677d302.png)
You could have just asked me to make you a step by step instead of wasting a month trying to figure it out xD
I wasn't sure about rigging and binding I thought it was all binded jgun but

Double Post Merge: February 23, 2015, 06:34:53 am
It did fix the problem but I binded it wrong so yeah I can mark this as solved now