Why does this happen? (FSDS)

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Why does this happen? (FSDS)

Postby Wing Nut » Wed Jun 16, 2004 11:03 am

Now, when I go to make a shape, (in this case gear doors) I run into this whenever I move a point inside of the line created by two other points.
Last edited by Wing Nut on Wed Jun 16, 2004 6:00 pm, edited 1 time in total.
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Re: Why does this haapeen? (FSDS)

Postby SilverFox441 » Wed Jun 16, 2004 11:17 am

It's a twisted poly...quite common when you perform the action you describe.

Delete the offending poly and recreate it manually. Tedious, but effective.
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Re: Why does this happen? (FSDS)

Postby Wing Nut » Wed Jun 16, 2004 6:02 pm

Nope, didn't work.  There are no points on the offending line and I tried eliminating all the poly's touching it in turn, but nothing happened.  How does a poly get twisted?

This is a very simple part.  All I did was take a tube, flatten it out, and shape the points to the door....
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Re: Why does this happen? (FSDS)

Postby Felix/FFDS » Wed Jun 16, 2004 7:24 pm

[quote]Nope, didn't work.
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Re: Why does this happen? (FSDS)

Postby Wing Nut » Wed Jun 16, 2004 9:36 pm

I've run into this before, but have always been able to work around it.  Unfortunately, this time, it's just not possible because I need that angle in there...

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Re: Why does this happen? (FSDS)

Postby Felix/FFDS » Wed Jun 16, 2004 9:52 pm

You've created a concativity that FSDS doesn't like to display well.  It (normally) appears all right in the sim.

HOWEVER, my preference, if you don't need the part structured, would be to:

1 add two points to the top and bottom and move them/snap to vertex at the pink points indicated.

2 delete the top and bottom polygons, and

3 rebuild the top polygons again.  Create the triangle polys as shown (red and light pink) with the correct orientation, and then the larger polygons.

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Re: Why does this happen? (FSDS)

Postby SilverFox441 » Wed Jun 16, 2004 10:56 pm

When I've encountered this the bad poly has always been the one that uses all the points encompassed by the twist. Cycle through the polys in poly mode and you can find the offending poly quickly.

In your case it would be one of the large faces of the door (Idon't know if it is inside or out). Delete that poly and rebuild it in poly mode.

Felix's method certainly works...but I found my own way around it before hearing the immortal words of Inspector Poly for the first time. :)
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