Game Editing > 3D Modeling & Content Creation

blender 2.6x reordering a mesh's build structure?

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ratty redemption [RIP]:
image 008 shows the build order changes again if i use the ctrl j keys to join all the child and parent meshes. this time two of the child meshes would finish being built during the test animation, before the others would even start.

to clarify, i'm only using the build modifier to test the internal data order of the meshes. it wouldn't be used in the final workflow of what i'm planning.

kat:

--- Quote from: ratty redemption on February 20, 2012, 10:56:43 PM ---thanks kat and by apply i assume you mean ctrl a?...
--- End quote ---
Sorry, yes, "Ctrl+A" ("Apply > Location/Rotation").

If I understand what you're doing correctly, if you try and change the 'build' whilst effectively in the middle of doing something, i.e. you try to change something without first collapsing the stack to 'make real' what's going on, then it's likely going to cause problems (using "P" to separate is effectively forcing 'make real' on a specific element whilst its in the middle of being deformed for example) - so far as I'm aware those types of shape manipulations don't behave properly when you try and alter something in a mode you didn't set the tools in place on... if you add one in Edit mode then try and do something in Object mode, or visa-versa, it may cause problems.

ratty redemption [RIP]:
thanks kat and i too have discovered those restrictions in the past with several different modifiers. so in this case, when i'm wanting to separate parts of a mesh, like for example the child meshes, i do apply the modifiers, hopefully in the correct order, before entering edit mode.

the build modifier doesn't appear to affect the mesh data itself during animation, i think it's just a type of render/preview culling. similar to the mask modifier, although both of those can at any point be applied to the stack, thus making their effects real.

to clarify, if i join several meshes together, whether they were originally generated from an array or just duplicates of say a subdivided plane, then separate them and add a build modifier, the results can be somewhat random, although in the case of plane type meshes, they always start at one of the corners, and not for example, in the middle of the meshes.

i'll do some tests with non planar meshes, like suzanne (the monkey prefab) and report back.

ratty redemption [RIP]:
it appears that the mesh separate tool is causing the build order direction to be randomally swapped. i've since done several more tests on various meshes including suzanne and the results are consistant. hopefully if i post about this on the blender artists forum, someone familiar with scripting or coding could either fix this or create a work around.

kat:
That's looking more like you've found a bona fide bug (or at the very least 'abhorrent behavior') and not something that's necessarily going to be fixable through hacks. I'd get this one submitted to the bug tracker.

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