Re: Boolean engine did not cope. Result becomes first polygon mesh input

Date : Mon, 20 Mar 2006 00:50:34 -0500
To : XSI(at)Softimage.COM
From : "Norm Olsen" <nrg_alpha(at)hotmail.com>
Subject : Re: Boolean engine did not cope. Result becomes first polygon mesh input

Eric..

I don't understand what is so *horrible* about XSI's boolean system. 3DS Max has horrble booleans (its better nowadays.. but it was (and still can be) alittle flaky at best).

Im going to hazzard a guess; you are expecting (two curved mesh for example) to nicely subdivide once the boolean operation is complete? Is that it? If not.. please do tell.. I am curious to know.. in any event, keep in mind that after a boolean operation, it is probably a good idea to clean up the mesh by adding/cleaning up edges to quadrify your mesh before expecting boolean operations to work for subdivided meshes. This is not the fault of xsi.. as I have done alot of booleans and the results in their own right is correct. But depending on how meshes intersect eachother will determine if you mesh has the need to be modified for polysubdivisions. People may be expecting a magic solution to things like booleans, but in the end, it is still up to the talent of the modeller to ensure that the meshes are well constructed (before/ and/ or after boolean modifications). By cleaning up your mesh for hard edging/beveling/etc.. is most likely going to be required.

But I am curious as to why xsi's booleans are so *horrible*. From where I stand.. it is actually quite solid.

Cheers,

NRG


From: Raffaele Fragapane <jaco(at)thejaco.com>
Reply-To: XSI(at)Softimage.COM
To: XSI(at)Softimage.COM
Subject: Re: Boolean engine did not cope. Result becomes first polygon mesh input
Date: Mon, 20 Mar 2006 12:49:55 +1030


are you SERIOUS?
if you were to mention some powerboolean plugins for max, I would agree in a second (including useful superfunctionalities like comforming the operation to produce catmull-clark smoothable results), but LW's... (which wasn't even called LW at v1 btw ;) man, I still wake up at night screaming sometimes when I think of the kind of booleans I used to get off that.


please bring up powebooleans or some solid modelling package (which wouldn't be fair but still nice :) ) as an example of the results you would expect, not *shudder* LW's booleans.

******************************
|     Raffaele Fragapane       |
|     Rising Sun Pictures      |
| "Remember, TD is for TopDog" |
******************************



Eric Lampi wrote:

Can someone explain to me why XSI has such **horrible** booleans? For crying out loud, Lightwave V 1.0 had kick-ass booleans, that was over 15 years ago!
/rant off
E
Freelance 3-D Animator, F/X Artist



----- Original Message ----
From: olivier amrein <oenvoyage(at)gmail.com>
To: xsi(at)Softimage.COM
Sent: Thursday, March 16, 2006 12:15:33 PM
Subject: Boolean engine did not cope. Result becomes first polygon mesh input


hello,
i try to boolean difference 2 fairly simple shapes. a stylised house (not more than 50 faces and a cutting cube)
both are freezed before...they are on same layer... still i got an error message : "Boolean engine did not cope. Result becomes first polygon mesh input"
did anyone see it ? couldn't google something nor find by searching list.
i managed to get some difference boolean when my "cutting-cube" by moving around my cube... but at one point i get that message and it stops booleaning ...
the current project can go on as i separated my object in 2 and then got 2 boolean.,..but still i was wondering what this "boolean did not cope means"?
thanks for any infos
o


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china.skol.ch/o <http://china.skol.ch/o>

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