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Extra edge when using boolean
show user profile  vkhu
Every time I use boolean (or proboolean or procutter), I got at least 1 extra edge connecting the existing edges that can't be erased. Is there any way I can get rid of that?
read 654 times
9/7/2012 8:22:39 PM (last edit: 9/7/2012 8:22:39 PM)
show user profile  digital3ds
I assume you tried to weld them? I once thought boolean was good so long as you set it up right, but no. It's terribly destructive, best bet is to not use it imo.

Maybe try cap holes mod, or bridge between the 2 edges then weld? not sure if there is a "mesh cleanup" in max like there is in maya
- Mike Sawicki

read 649 times
9/7/2012 8:32:06 PM (last edit: 9/7/2012 8:32:06 PM)
show user profile  Westcoast13
Maybe post a screen shot of your exact problem?

My Turbosquid Area

read 636 times
9/7/2012 9:32:31 PM (last edit: 9/7/2012 9:32:31 PM)
show user profile  vkhu

I marked that line in red. It normally isn't visible but whenever I try to loop or ring select the edges it pops up. Even when it doesn't show up, it still affect the other edges, preventing me from chamfer the edges.
read 616 times
9/8/2012 6:33:12 AM (last edit: 9/8/2012 6:33:12 AM)
show user profile  Mr_Stabby
thats just the way ngons work. Since mathematically ngons can only have a single exterior edge something has to cut across and turn the circle into a strip

O <- not solvable
C <- solvable

on the programming side there is an easy way to code around that limitation (which basically just means hiding the edge in both form and function) but for whatever reason max lacks that... anyways.. not really a bug, just laziness

read 601 times
9/8/2012 3:11:16 PM (last edit: 9/8/2012 3:15:58 PM)
show user profile  vkhu
So there is no getting around that :(?
read 590 times
9/8/2012 6:33:44 PM (last edit: 9/8/2012 6:33:44 PM)
show user profile  herfst1
Of course there is. It was answered by digital3ds.

Quote: "I once thought boolean was good so long as you set it up right, but no. It's terribly destructive, best bet is to not use it..."
read 589 times
9/8/2012 6:43:10 PM (last edit: 9/8/2012 6:43:10 PM)
show user profile  vkhu
@herfst1: So what do I use when I need to carve out object?
read 581 times
9/9/2012 7:52:55 AM (last edit: 9/9/2012 7:52:55 AM)
show user profile  digital3ds
if you need to carve out a hole from your object, just poly model it: A square will refine into a circle with 2 iterations of some smoothing operation. The higher the poly count the more detailed you can carve.. If you need to use boolean than you're going to have to fix the edges anyway.. assuming you're going to smooth it eventually
- Mike Sawicki

read 576 times
9/9/2012 8:59:35 AM (last edit: 9/9/2012 9:00:49 AM)
show user profile  Sangre
You have to find out weather or not you need the boolean, pro cutter or shape merge tools first. Might be easier and faster to manually cut out the hole using a cut tool for example. In a shape below it was faster for me to use a shape merge with cleaning geometry afterwards then to manually cut out all the halls.

Guess there are no ways to use these tools without extra verts and edges that don't effect geometry.
read 572 times
9/9/2012 9:29:52 AM (last edit: 9/9/2012 9:29:52 AM)
show user profile  donvella
The reason you cannot fix it is that I bet its still labelled 'proboolean' in your modifier stack. Convert to edit poly, you will be able to edit gemoetry again. Like Sangre said, use shape merge, its genius. Boolean is good if you dont plan on intersecting edges or verticies. faces usually are fine.

read 558 times
9/10/2012 7:48:23 AM (last edit: 9/10/2012 7:48:23 AM)
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