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OichiKazama

Degenerate Triangles???

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Yeah hi. I'm trying to import a anime-styled hair/Mesh that i made using pmx editor and converted it into blender and exported it as dae. The anime community has some really pricy stuff when it comes to anime-syled avatars specifically so i decided "Screw this,i'll make my own." well thats apparently a problem because when i tried to upload it in SL it told me the upload had failed because of "Degenerate triangles". Wtf? What does that even mean and how can i fix this? Look i don't have the money to keep buying Lindens and if it's that serious i wanna import my own wares and wear them. Just why?

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Degenerate triangles are triangles with (nearly) zero area. This can be either because two vertices are identical or because all three lie on a straight line. Doesn't have to be exactly zero because the code uses a very small number that it treats as effectively zero. So if you have very small triangles they might be treated as degenerate although they aren't exactly zero.

In Blender you can do Mesh->Clean up->Degenerate dissolve, which will eliminate them. An option will appear at the bottom of the toolbox (on the left) where you can set how close vertices have to be to be merged. As long as the problem isn't just that your mesh has far too many triangles anyway, that should help you.

PS. You are probably going to get a better response asking this sort of question in the Mesh forum.

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I was getting this error and there are no degenerate triangles in my mesh. Still I tried the dissolve as suggested and nothing was removed. Things would have shown up in my unwrap as well had they been there. Faces wouldn't have unwrapped by quads well at all. But I'm still getting this issue. The error only goes away when I analyze the mesh and that closes my doorways. I don't want my doorways blocked by SL's triangle issues. Any other suggestions here?

 

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58 minutes ago, Sindrey said:

Any other suggestions here?

Creating a very simplified mesh for the physics. Without any little or thin triangles.
The importers preview should display the troublesome areas as thick black lines, which should give you an idea where to work on. They might be hard to see on a large build though.

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Also along with the physics mesh which is pretty much IMPERATIVE for houses in SL you might try uploading with the Linden Viewer if you are using a third party viewer.  I had an issue not long ago and the Linden viewer would upload (I had a prestine and lovely physics mesh but I also had some "jogs" in the building which the uploaders SO DID NOT LIKE. The Linden viewer DID upload it correctly with my physics mesh but it was also going to be 27 instead of 6 (which was much closer to what it should have been as only a few walls with windows that didn't open. So I abandoned that linden model :D.

But worth a try. 

LOTS of info in the mesh forum about making physics models for houses.

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