Mesh Problem :/

Hey Guys . FYI I am a bit of a noob so please go slow with me.

Basically im still following tutorials but trying to adapt them for my own use.

What I did was to trace a Jpg image using a Bezier curve which I converted to a Poly . Once the outline of one tuning prong was complete I converted it back to a Bezier and then edited it to fit my shape precisely. I then extruded the face and I had my first prong.

All good so far !

Next i duplicated the tuning prong before rotating the copy. I repeated this process to give me the three prongs which all intersected each other. I then joined the three objects to each other to form 1 object. Now i get a wierd jagged artifact on the top face of the model when rendered.

Here is a link to a screen capture of the artifact:-

http://a.imageshack.us/img291/3613/yamagaforkartifact.jpg

Any advice is off course much apreciated !

You’ve answered it yourself, intersecting objects. You have faces on top of each other occupying the same space so blender is fighting to show both.

Errr ok Im newbie so ummm duhh what do i do about that ?

Delete the faces and reconnect the verts to make new (singular) faces.

Umm Ok maybe this makes things a bit clearer for you.

There are no vertices in this area and the faces are the full length of the object. I think this is due to the face that object was constructed using Bezier Curves then converted into a mesh before joining. Ive fucked up something somewhere and cant seem to fix it.

I NEED HELP :confused:

Well, it’s easily fixable, just not necessarily easy to describe, if we’re patient with each other we ought be able to get it. The three tools you will need to leverage will be the loop cut (CTR+R) and the snap tool (little magnet icon with 3 options, nearest vertice, edge or face) and edge slide (CTRL+E -> Edge Slide).

Now… I would delete 2 of the 3 shapes and use an array mapped to an empty so you only need to edit 1 instance, but that requires further explanation… so let’s just start working directly on what you have 1st.

I can’t know exact details w/o your model but the steps will be along the lines of:
1.) add an edge loop with CTL+R (you will need to do this as many times as you have intersections
2.) turn on the snap tool and select (likely) nearest edge
3.) select the new edge loop and use edge slide (CTL+E -> Edge Slide) and while sliding it hold the CTRL key. Mouse over the nearest edge of one of the other intersecting pieces.
4.) wash, rinse an repeat untill you have all your new verts creating intersections.
5.) delete the faces (but not the verts you just created) and begin re-facing the mesh by selecting verts to make squares along your shape.

I know this isn’t detailed yet, but also I’m not sure of your knowledge of mentioned tools, so we’ll work on questions as we go. It can be fixed easily, so your model isn’t for nothing.

Ok well the first problem is how to Un-Join the 3 shapes as Ive joined them to form 1 mesh :confused:

What I would do: (btw, doing this you likely wouldn’t have to fix your mesh any further because the objects will intersect, not the mesh so it likely won’t calculate to black faces unless your doing something funny with your shader ).

I would delete all the vertices on 2 of the 3 objects, leaving only 1 left (the one that runs along one of the major axis’). Then tab back into object mode, Add->Empty and give it a name (for conversation “Empty.Rotation”). Now go back, select your main object (which is one arm), and add a “Array” modifier. Increment Count to 3, Unselect “Relative Offset” and check “Object Offset”. In the Ob: box type “Empty.Rotation”. Now comes the cool part. Select your empty again (in object mode) and rotate it (looks from your screen shot) about the z axis 66.667 degrees.

Viola, give it a test render and you’ll likely be happy enough to be done.

Got some of what you said. up untill :-

add a “Array” modifier. Increment Count to 3, Unselect “Relative Offset” and check “Object Offset”. In the Ob: box type “Empty.Rotation”. Now comes the cool part. Select your empty again (in object mode) and rotate it (looks from your screen shot) about the z axis 66.667 degrees.

I’ve currently just got one arm or fork so im good to progress now in the correct way.

How about using the boolean tools ? W key ?

Hehe =P

Go to the “Editting Tab” by pressing F9. One of the small windows in the buttons panel will be “Modifiers”. Click on “Add Modifier” and select “Array”. Once you do that you will see the other stuff I was talking about.

Ok i got the array modifier and the tab that appears with it but my empty is in the wrong position or something and when i rotate the empty the 2nd object dosent move.Also my object is already a mesh. Its no longer a Bezier object.

Could be a few things, the most obvious one though would be to go back to your main object and make sure the scale, rotation is applied. Do this by pressing Space Bar -> Transform -> Clear/Apply -> Apply Scale/Rotation to ObData. This will ensure the translations to your empty are as you expect.

I also attached a screenshot to double check your array modifier setup.

Attachments


Ok im starting to see the light. What was confusing me was the Relative Offset was at 1.00 so I had 3 forks, 1 unit appart, from each other which is not the effect im wanting. When I reduced this value they got closer, then I understood what you were saying.

However now Ive rotated the empty etc I have the correct effect but its not rotated around the center correctly :confused:

This is the result ! Before I was simply using a background image as referance to grab and rotate the forks into position.

You know, I saw this exact same problem on a recent project…it’s the only time I ever saw it and I never solved it, so I’m not sure what causes that.

What you can do tho is try to recenter the object at the orgin 1st. Select the object, Shift + C, then C and then in the Editting tab (F9) under Mesh select “Center Cursor” (you can also try Center New to center it direct to the object, but the empty also has to be moved to the center of the object too SHIFT+S). If either doesn’t work…

What I did for a work around was to delete the Array modifier, select the main object and link duplicated (ALT-D). Rotate the new one about the Z by 66.67 degrees. Select the main object again and link duplicate (ALT-D) and rotate -66.67 degrees about the Z. The link duplication will have the same effect as the array, meaning if I edit the original, the others will be edited as well. You can delete the Empty now too.

Ok with a bit of messing around I can say why its appeared as it did. First the centre was way off. I corrected this as per your instructions which greatly reduced the variance in the rotation but did not eliminate it. The height was uniform but the rotation wasn’t quite in the centre. This is due to the fact that the original object was traced using a poly line from a background image which itself wasn’t quite centred. So causing the first fork to be slightly of centre. Subsequent forks arrayed around the actual origins centre were not reflecting the true centre of the fork thus causing the variance in the image. I’ve placed the centre now as close as I can to the centrer of the Hex in the centre of the image and it looks OK except the Hex isn’t quite true ! some edges are longer than others. So im still not exactly centre prior to the array occurring. This is a very ‘slap dash’ approach to modelling as im more used to Auto-cad where precision is the name of the game. I’m going to dislike this aspect of blender I suspect.

Also after all this the artefact due to the intersection in the render is STILL occurring !!! BLEEEEEEEEEEEEEEP

One thing else you could try yet since you did model it about the orgin… When you rotate your objects don’t rotate about the center of the object, rotate about the orgin. To do this center your cursor (SHIFT+C). On your header in the 3D view (2nd icon over from the object/edit mode combo) is a Pivot combo box, select 3D cursor. Now when you rotate about the z axis you will rotate about the origin of the view instead of the object. This ought solve it for you irregardless of object origin.

Ya, it is a bit of a transiton coming from CAD (I was Solidworks prior to Blender)… I understand the pain.

P.S. assume you are already doing this but to be sure, ensure you lock in your rotations by pushing “R” to rotate and then the axis you want to lock “Z” (i.e. R->Z).

This is basicaly what im trying to recreate in 3d. As can be seen from the link the image itself isnt exactly central. Im going to have to start over but its all good. Ive learnt a lot already. Any suggestions on how to centralise the background image to the origin ?

UPDATE: Ok i started from scratch with an edited background image which i had alligned using paint shop pro. I redid the entire procedure and now have an EXACT trace of the background image which when i rotate ,using the empty, aligns up with the rest of the background image Precisely!!! . GREAT. This part has been a complete success and im very pleased with the level of accuracy achieved. It looks SPOT ON !!!

BUT

I’m still suffering from the clipping artefacts where the planes of the object collide with each other and intersect in the same space.

Can Boolean Operations resolve this ?

One more thing you can try before re-doing. Go to editing tab (F9), select your object, then under Mesh panel click “Center New”. Then clear the position by pressing ALT+G. Then try to re-rotate instances of that object. That should recenter you perfectly about the origin. You may need to tab into EDIT mode and select all the vertices and move them along the Y-axis to line back up where you would like it. This ought save you time.

If you do restart, to center the object from your 3D header View->Background Image… (which you already know) but there are 2 fields on that floating window, X-offset and Y offset. Move them in small increments until it’s centered.

Also, if you don’t want to redraw, I can try to center it up for you if you like, and if I can get it I’ll write what I did (if that helps you).

UPDATE: Ok i started from scratch with an edited background image which i had alligned using paint shop pro. I redid the entire procedure and now have an EXACT trace of the background image which when i rotate ,using the empty, aligns up with the rest of the background image Precisely!!! . GREAT. This part has been a complete success and im very pleased with the level of accuracy achieved. It looks SPOT ON !!!

BUT

I’m still suffering from the clipping artefacts where the planes of the object collide with each other and intersect in the same space.

Can Boolean Operations resolve this ?

No, it makes it worse.

Add a material (Materials Button) and unclick “Traceable” in the Links and Pipeline panel. This is a cheat and depending on what you’re planning with your model, could possibly not work long term.

I’m experimenting with some cubes waiting for a render…