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Where are Quad Mesh errors
Posted: Thu Sep 30, 2021 2:38 pm
by here2animate
I'm trying to use the fill smart mesh function under the draw menu. I keep getting the same error message regarding being unable to create the mesh. However, there is no visual indicator of where the errors are. Is there any way to enable something to show where the errors are on a particular mesh? Attached is a screencap link of my project using the quad mesh function. Any help would be appreciated thank you.
https://tinyurl.com/5ekx6x3a
Re: Where are Quad Mesh errors
Posted: Thu Sep 30, 2021 3:46 pm
by Daxel
here2animate wrote: ↑Thu Sep 30, 2021 2:38 pm
I'm trying to use the fill smart mesh function under the draw menu. I keep getting the same error message regarding being unable to create the mesh. However, there is no visual indicator of where the errors are. Is there any way to enable something to show where the errors are on a particular mesh? Attached is a screencap link of my project using the quad mesh function. Any help would be appreciated thank you.
https://tinyurl.com/5ekx6x3a
Your link seems to be broken.
Have you seen the official introduction to meshes for 13.5? Maybe you are making some mistake:
https://www.youtube.com/watch?v=3HP85jJGhf8
Re: Where are Quad Mesh errors
Posted: Thu Sep 30, 2021 5:25 pm
by Maestral
One more thing, not mentioned in Victor's video - an additional point/node accidentally created, usually near (over) the other existing one, is hard to detect. The mesh may be properly filled but the error note would pop up, due to those additional points/nodes.
In the video, Victor is not using Auto-weld and perhaps that is a silent recommendation but still... grew a few greys while looking for those mischiefs.
Re: Where are Quad Mesh errors
Posted: Thu Sep 30, 2021 6:11 pm
by synthsin75
Try using Scripts>Draw>Fill Quad Mesh
This will try to select any problem vectors.
Re: Where are Quad Mesh errors
Posted: Thu Sep 30, 2021 7:42 pm
by Greenlaw
Yeah, what synthsin75 wrote: for qaud meshes, use Fill Quad Mesh instead.
Triangulate 2D Mesh, as the name suggests, creates triangles not quads. This command is still useful because triangles can avoid certain display errors, but quads have deformation options/advantages over triangles and they're easier to animate.
Re: Where are Quad Mesh errors
Posted: Fri Oct 01, 2021 6:06 pm
by synthsin75
Fill Quad Mesh can fill and find errors in triangulated meshes too.
Re: Where are Quad Mesh errors
Posted: Sat Oct 02, 2021 9:50 am
by Daxel
Greenlaw wrote: ↑Thu Sep 30, 2021 7:42 pm
This command is still useful because triangles can avoid certain display errors
Just curious what do you mean by that?
Re: Where are Quad Mesh errors
Posted: Sat Oct 02, 2021 11:24 pm
by Greenlaw
Daxel wrote: ↑Sat Oct 02, 2021 9:50 am
Just curious what do you mean by that?
For example, in a triangle shape, when you pull one of the points across an edge, you still have a triangle. But if you 'twist' a quad by pulling a point across an edge (like a bow tie,) Moho can get confused about how to display/render the shape.
To test this, import an image and duplicate it. Now, create a layer with a square and create a layer with a triangle, and set up a mesh warp for each image using these shapes. With a triangle, the image will flip as expected, but with the quad the image will disappear.
Just for kicks, create a square made of two triangles and try the same test. It should work fine but you may need to sort the layers depending on what you expect to see.
That said, the new quads are usually better to work with. It's easier to animate and the distortions are very good.
Hope this helps.
Re: Where are Quad Mesh errors
Posted: Mon Oct 04, 2021 9:04 am
by Daxel
Greenlaw wrote: ↑Sat Oct 02, 2021 11:24 pm
For example, in a triangle shape, when you pull one of the points across an edge, you still have a triangle. But if you 'twist' a quad by pulling a point across an edge (like a bow tie,) Moho can get confused about how to display/render the shape.
To test this, import an image and duplicate it. Now, create a layer with a square and create a layer with a triangle, and set up a mesh warp for each image using these shapes. With a triangle, the image will flip as expected, but with the quad the image will disappear.
Just for kicks, create a square made of two triangles and try the same test. It should work fine but you may need to sort the layers depending on what you expect to see.
That said, the new quads are usually better to work with.
Hope this helps.
Oh I see. Thanks for the clarification.