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225 contributions to Creative 3D Community
Model turns into a mess of dots and faces after "OpenFile" finishes loading (M1 MacBook Air)
Hey guys, I'm working through the Plasticity course and running into a weird bug when opening my file. Last night, I created a mesh that is now giving me issues. When I open the file, it looks normal for a few seconds. However, once the "OpenFile" loading message at the bottom finishes calculating, the mesh turns into a mess of dots and faces. - Image 1: How it's supposed to look (right before the loading finishes). - Image 2: What it transforms into after loading. What I've tried so far: - I redid the mesh in the same file (first time I did it was on a separate file and I imported the mesh to the main model) using fewer solids, and that version seems to work fine. - I checked my RAM and CPU usage, and both looked completely normal. I'm running this on an M1 MacBook Air. Has anyone else experienced this, or know what might be causing it?
Model turns into a mess of dots and faces after "OpenFile" finishes loading (M1 MacBook Air)
0 likes • 4h
Looks like a bug. You can try to open file on different version of 26.2.* up to 26.2.6. And pre-release version 26.2.7 should be available from Discord. Probably it was fixed. Also it would be useful to check on other machine or even platform (Win, Linux) if you have such an opportunity to be sure if it depends on platform or plasticity itself
Issue with complex surface
I am approximately 50% through the course and I thought I would apply what I learned so far to my own design. I sculpted something in blender and I am now trying to model it in Plasticity. As Nikita showed I extruded from the centerline to avoid getting seams later and used xnurbs to cover this area. However it fails to get g2. Is that a matter of the area just being too complex or am I doing something wrong? The second screenshot shows how I assembled the curvature. I first created individual control point curves, then bridged them (as you can see on the g2 symbols)
Issue with complex surface
0 likes • 2d
It is not obvious what is prehistory of you model. What is this extruded sheet for? Is it a middle or mirrored model? Why you are trying to patch curve (blue line) instead of surface itself? Plasticity file with this piece would help
Finished the first course
Hello everyone! Finished the first course... It was easy and trouble-free) Even a bit boring at times) The first one is a screenshot from Plasticity, and the second two are renders by AI
Finished the first course
0 likes • 2d
Good work!
Need help
Hi, I'm in need of some help, I'm trying to model a keyboard from scratch and I'm struggling with 2 specific details on the keyboard, 1st is picture 1 and 2 where 1 is the shape I'm trying to achieve but in plasticity i was not able to fillet it the way that it supposed to be. Issue 2 is this little "hole" in the bottom (picture 3) I'm not really sure how to achieve that, i have modeled the entire base but i am still missing this detail. Any help is appreciated!
Need help
1 like • 7d
You cannot do the fillet (pic 1) using standard tool, because of irregularity. You have to do it manually. But it's not too hard and may be done in several ways. Here is an example
1 like • 7d
As I see the last photo: red region should be a single lofted piece, the green is a cutting of the surface. You cannot do it correctly only with solids, use surface modelling (building curves/loft/patch/cuttings)
Loft and Patch failing in a specific spot (Topology rebuilt twice)
Hey everyone, I'm having a weird issue. Neither Loft nor Patch is working in this specific area. I've already rebuilt the topology and curves here twice, but it still fails to generate a face. Has anyone run into this before? Any ideas on what might be causing the math to fail here?
Loft and Patch failing in a specific spot (Topology rebuilt twice)
1 like • 8d
There are 2 problems: 1) Isoparams flow. Middle patch has different isoparams flow (not parallel to others). The idial when all parallel but it's not easy to fix it here. In most case this difference is not a big problem. But simple commands like Loft and Patch are very sensitive to this 2) You are trying to loft not equal number of edges (3 to 1) - it better to never do the loft like that. Plasticity tries to split loft surface int 3 pieces automatically and fails in most cases. So do it yourself by spliting 1 single surface into 3 with isoparam command. Then you can loft piece by piece as you expect it should be. Also you can you XNurbs without splitting but some times this kind if cheating can give artifacts in the future modifications of the sufrace (becase in complex cases it produce surface of very high degree). Not always - just keep it in mind. Square command is more honest - you can see the final structure of the generated patch. But it harder to work with in complex cases.
1 like • 8d
@Vladislav Kraveliy You have to think about topology of surface you creates. You cannot avoid it. Just remember: Loft & Square always produce rectangular non-trimmed surface so that isoparam orientations is obvious. For Patch and XNurbs (in default behavior) you cannot say exactly how they will go especially then patching edges are not adjacent 4 items. However for XNurbs there is an option (Quad sided) which you can use in limited cases and it will behave as Square command. In most cases Quad sided is preferable
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Vyacheslav Kudrya
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@vyacheslav-kudrya-2908
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Joined Nov 24, 2024
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