Activity › Forums › Maxon Cinema 4D › Weird Disconnected Edges/Vertex
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Weird Disconnected Edges/Vertex
Posted by Matt St-pierre on February 3, 2017 at 11:26 pmHi!!
To make it simpler, I made a video and I also included my scene ????
Video 4K heh ???? https://youtu.be/NqyEdYvfFYg
File: https://f1.creativecow.net/file/11016/11016_productpackaging.c4d.zipHere is the problem:
Originally, there had no hole in the corner, I made it to try to troubleshoot the problem but its been doing 3 hours and nothing.. ????Overall, I want to bevel the box outside edges which is normal thing to do. I selected all the outside edges and while try to bevel I saw some weird things. Then I just tried bevel where the problems appeared and I saw the vertex or edges seems to be disconnect. I’m trying everything and I’m not able to get them connect together. Try Optimize, all the possible way to create now polygon to close the hole perfectly such as Polygon Pen, the C4D built In Close Hole Polygon, bridge tool.. etc.. Nothing to do. Each time as shown in the video its impossible to bevel these 2 edges.
I tried the same process elsewhere on the box and also on a separate cube and everything was working fine.
Thanks 😀
Matt St-pierre replied 9 years, 3 months ago 3 Members · 10 Replies -
10 Replies
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Adam Trachtenberg
February 4, 2017 at 12:55 amThere’s a lot of “illegal” geometry there, in addition to reversed normals on a lot of the model. I think the bevel tool is mostly being confused by the complex poles — in this case internal faces where you have three polygons connected to a single edge.
If you go to the mode menu in the attributes manager and select Modeling, then go to the “Mesh Checking” tab and enable mesh checking, the problems areas will be highlighted.
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Brian Jones
February 4, 2017 at 1:02 amthe bevelling is stopping at the point where the normals of the polys change from inward to outward – the normals should all be facing the same way (outwards is probably best – they should all be orange when selected)
the vertex selected here is really two if you zoom up close, those should be welded together.
the wall of polys visible through the hole isn’t attached to the walls, only the floor and ceiling (I moved it in the picture attached to see what it was attached to). That would stop normal bevelling at that point – it should be removed if you don’t need it or cut and attached if you do need it.
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Matt St-pierre
February 4, 2017 at 4:42 pmThanks for the reply.
@Adam, when I turn the Mesh Check ON, I can’t see the problems. The problems aren’t located where i’m trying to bevel. I also tried with all the normals facing up and nothing better. Yesterday I have read about the normals and I tried bevelling a corner on a separate cube with reversed normals and it was working perfect.
@Brian, I fixed the double vertex problem but still not working. Anyways, the double vertex was just because the 2 edges wasn’t aligned and I don’t think that will cause my problem. When I try to bevel the edge/vertex at the bottom seems to separate itself.. which is weird.
I don’t know how this is possible to have a mess like that because this box is from a cube.. which I made some knife cuts for the transparent plastic on the right, and also a boole for the strip hole. Thats it..
Lets take a look at the video, everything is weld together:
https://youtu.be/_gc866T1ZhwAnd nothing is still working.. ????:
https://youtu.be/uneYMi8JFkIIs you guys are able to get this edge bevel with my file project?? Because it’s been doing more than 5 hours i’m trying to bevel this edge.. i’m really annoyed now ???? Whatever i’m trying and whatever the way I close the holes.. it’s not working. Seriously that’s very stupid..
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Matt St-pierre
February 4, 2017 at 5:02 pmOh, and for the normals aligned, I just opened up my backup file and I know the reason: In my backup file I still have object separated. I mean I have my cube and my spline for the strip hole into the Boole. All the normals are perfect. In this scene I have “Connect Objects + Delete” to merge it and have a single object.
But normals align isn’t my problem for now.
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Matt St-pierre
February 4, 2017 at 5:06 pmHere is the original scene without my product ????
Still same problem
https://f1.creativecow.net/file/11017/11017_box.c4d.zip -
Matt St-pierre
February 4, 2017 at 8:21 pmOk this is more than annoying. I decided to make a new box because i’m not able to fix the previous box problems. This time I decided to make it more realistic with “extruded walls”. Before to continue modelling the box, I had the idea to test the bevelling somewhere. It’s working, but only 1 time on 2.
First time: Bevel wrong -> cmd + z
Second time: bevel prefect -> cmd + z
Third time: Bevel wrong -> cmd + z
Fourth time: bevel prefect -> cmd + z
etc..???????????
What’s wrong.. seriously I really start to lost my nerves.. Someone could open this scene and tell me whats wrong!? Theres nothing complex there why I have all these problems.
Scene file: https://f1.creativecow.net/file/11018/11018_boxtemp.c4d.zip
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Adam Trachtenberg
February 5, 2017 at 4:08 pmI believe your problem is still “illegal” geometry, which can screw up some of the modeling tools even if the faulty geometry is located away from the area you’re working on. It’s better to use two or three objects to form your box instead of relying on whanky modeling technique.
I fixed the problems that I could see and now the bevel tool works consistently: 11019_boxtemplegal.c4d.zip
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Matt St-pierre
February 6, 2017 at 5:19 amThank you very much for that Adam.
As always, I never ask a question on a forum and then wait for the solution. So I decided to model a brand new box with the Modeling Mesh Checker ON. I learned a lot on the way I have to do modelling when the object “have an inside”, thank you very much. Now my box is very well modelled and I have no geometry errors. I learn fast.
My bevelling is flawless, I think. However, when I had an SubdvSurface, things are wrong on the corners. Look at the video. I tried to play with settings, with the bevelling settings.. nothing to do. The only thing is to set the Subdv Type to Adaptative which fix it but I don’t think that’s the good way to achieve it.
I want to add a subdivision because as the cover(top), I will deform it a little bit to not have a fake 100% square box.
File: https://f1.creativecow.net/file/11020/11020_boxtemp.c4d.zip
Video:
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Adam Trachtenberg
February 6, 2017 at 3:48 pmHi Matts. Good job with the modeling. It takes longer on the front end when you do it the right way, but in the end it usually saves time because you don’t run into unexpected problems.
Regarding the subdivision surface problem, I think you just need to add some loop cuts on either side of the corner to keep the mesh from collapsing. If you’re going to be using SDS you might want to use the Bevel tool’s “Solid” beveling mode, with proportional offset. That method is designed to be used with SDS.
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Matt St-pierre
February 6, 2017 at 6:58 pmOh wow. I remember to have read on that but while learning a lot of tricks in a short time makes me forget tips sometime.
I tried adding few cuts on the surface.. works like a charm!!
Adam, thank you so much. In the past few comments I learned a lot of very important basic technics.
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