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Error: negative skin...
Posted: Sat Nov 29, 2008 2:51 am
by Gog
ok, I used the solidify selection to skin an object and I get the following error:-
IndigoDriverExcep: SceneLoaderExcep: Syntax error while parsing Vec3 from '-1.#IND00 -1.#IND00 -1.#IND00'
appears that indigo doesn't like negative references in a mesh?
If I change the solidify selection tool to +ve values rather the default -ve ones no errors so no biggy, but has anyone else noticed this?
Posted: Sat Nov 29, 2008 11:27 pm
by Kram1032
I think, that was a blendigo problem, already fixed by now... Try to redownload Blendigo....
Posted: Mon Dec 01, 2008 8:47 am
by Gog
will do thanks for the suggestion.
Posted: Sat Jan 24, 2009 3:28 am
by Gog
Well folks, I posted this one a while ago, since then I've noted that the solidify selection script and blendigo / indigo don't like each other sometimes.
so down to simple scenes, add a sphere use solidify selection to create a skin (either pos or neg) and quite often indigo just halts at the doing warm up point.
Use a pair of booleans to create the same thing (i.e. create a hollow sphere ) and it all works fine!
I'm still working on it and will update when I can give more accurate example and maybe some scene files. I have some ideas to play with still...
Using Blendigo 1.1.14 001 and indigo 1.1.15
Request Included !
Posted: Sat Jan 24, 2009 5:33 am
by CTZn
It's not an Indigo problem, it's blender unable to return a given value. That happens sometimes in Maya when exporting procedural geometries in
obj format; when the relulting object has missing faces (visibly that can be generated with Maya ^^) then there is simply no data to export there. The string Indigo reports is exactly what it fiunds in the file, check that !
REQUEST: What Indigo might do is to detect that very string in mesh definition:
wich imho just means "undefined double", and discard the issue silently everywhere it pops (vertices pos (+UVs?)).
How that is supposed to be handled, I don't know
Posted: Sat Jan 24, 2009 5:44 am
by Gog
best way to handle it is to shoot the dumb user
Ok after playing a little more today I realised this - I was grabbing a closed primitive (Sphere), applying a solidify selection modifier, I was leaving the skin sides box selected on the modifier, with no sides to skin this appears to mess up the way the modifier works as it doesn't create a clean mesh.
Deselecting the skin sides switch appears to make a clean mesh and sort the error.
Next point of investigation is the smooth function. having sorted the issue as noted above, if I have a skinned sphere with a transparent material, with set smooth on it renders black and with set solid it renders ok. It's like setting smooth engages the classic check your normals type error.
Soon as I move from a closed object to something different all is ok, still to check normals are calculated properly on the inner skin, again will update after playing....