Comments (2)
Ok, well, thanks for sending the file because it helped me make some improvements, but you will probably not be happy with the results...
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this mesh has some nonmanifold geometry, that is why you were getting the error. Basically once you have nonmanifold geom, the results are undefined. I updated the reducer tutorial with a bit about how to check your mesh for this, using DMesh3.CheckValidity
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The Reducer can now handle this particular nonmanifold geometry, so it won't throw an error anymore.
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This mesh has boundaries so you have to turn on the boundary-preservation I mention in the tutorial. Otherwise it will create holes/etc in the result as it tries to reach your target count.
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The library currently does not supported multiple UVs per vertex. So, when a textured OBJ is loaded, the mesh is split at any UV-seams. As a result this mesh is split all over the place (see below). Combined with the preserve-boundary, this means that basically there are no triangles to collapse, it can't get below 3992 triangles w/o modifying the boundary somewhere.
Basically, the current implementation is meant for simplifying unstructured meshes. You have a highly structured mesh that is already basically a minimal triangulation of the shape. Particularly because of the UV seams/etc. So to automatically simplify further is quite difficult, well beyond what I intend to use this implementation for.
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thank you very much ,i will always be concerned about and use this project
I hope we can be friends, i like this project
r.SetExternalConstraints(new MeshConstraints());
MeshConstraintUtil.FixAllBoundaryEdges(r.Constraints, mesh);
r.ReduceToTriangleCount(300);
I would like to simplify the surface to 300 but i get 3992 Why is this,MeshLab can do it
please help me
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Related Issues (20)
- Convert mesh regions to 2d, alter in 2d, push back into 3d mesh
- Is this project dead? HOT 1
- Get brick materials right
- Fix hover info on bricks
- Rewrite right pointer (PLEASE!) HOT 1
- Mesh expansion and comparison
- Refactor cursor3d
- Refactor HandR and HandL to use input action class
- Write playmode tests for right pointer flow
- Rider clean project to adjust line length
- Break up LDrawConfig into different classes
- Refactor BrickMaterialsLoader (PLEASE!!!)
- Example of mesh volume calculation HOT 3
- 这个可以做曲面拟合吗?
- Can this be used for surface fitting?
- Narrow band SDF generation from meshes is adding a shell to objects HOT 1
- Minkowski sum 3D
- Get closest vertex on mesh surface HOT 2
- Boolean operations on polygons and polyhedra?
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