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Design Tools => Wall Worm Model Tools => Bug Reports => Topic started by: Pocket on May 06, 2022, 02:09:49 PM

Title: Issues with the SnapVertsToGrid plugin
Post by: Pocket on May 06, 2022, 02:09:49 PM
I'm trying to convert the clouds from Minecraft into a 3D model, using the PNG I extracted from the game files. I got as far as figuring out that I could make an Adobe Illustrator file out of it, import it, and extrude it into a 3D poly, but because of the fiddly nature of the tools I used, it doesn't quite line up with the grid. So I went looking for some kind of tool that would just snap every vertex to the grid, and coincidentally my search led me right back here.

I don't know if the script is just broken or if I'm not doing it correctly. What I did was select my object, click the Vertex (three dots) button, drag over the whole object in the top-down viewport, and select SnapVertsToGrid from the Modifier List dropdown. And it... kind of worked? It snapped the vertices to a grid, but definitely not the global coordinates. (See attachment #1) They're all off by exactly .025 in the X and Y coordinates and also the whole thing was moved .5 units upward. It's actually quite similar to what often happens when I try to move multiple vertices manually with snapping on, so I wonder if this script is just an automated version of that? Also, some polygons have turned black (see attachment #2), which I guess means there's some kind of invalid-shape shenanigans going on? They weren't like that before I ran the snap script.

This is in 3ds Max 2022, using a freshly-downloaded copy of the script.
Title: Re: Issues with the SnapVertsToGrid plugin
Post by: wallworm on May 06, 2022, 05:45:35 PM
I think that the SnapVertsToGrid modifier is dependent on node xform being reset.

A better modifier is Brushify that also has a snap function. It has less transform restrictions. It's available in Wall Worm installer or as separate download.
Title: Re: Issues with the SnapVertsToGrid plugin
Post by: Pocket on May 09, 2022, 08:47:36 PM
Well, that one doesn't lift the whole thing up by half a unit, but it still leaves the X and Y off by exactly .025 units. It also still produces random black polys, although not as many of them. Any more ideas?
Title: Re: Issues with the SnapVertsToGrid plugin
Post by: wallworm on May 10, 2022, 09:25:28 AM
If Brushify is failing, then I suspect that the node needs its XForm Reset. Try deleting the modifier, then using The Reset Xform Utility, then re-applying the Brushify modifier.
Title: Re: Issues with the SnapVertsToGrid plugin
Post by: Pocket on May 10, 2022, 04:56:02 PM
That seems to have done the trick, although I have to say that Brushify is extremely inefficient; it made the program hang for multiple minutes while it did its thing, and multiple minutes after that when I unticked vertex welding. It was like that the last time too; I just had more pressing issues to address.

Also the random-black-polygons issue was solved by selecting all the faces and clearing the smoothing groups, which I didn't want anyway. Found that out by accident when I noticed that one face was randomly rendering like it was part of one.
Title: Re: Issues with the SnapVertsToGrid plugin
Post by: wallworm on May 10, 2022, 04:57:36 PM
For brushify, turn off cap and any option except for the Snap. That should make it run better. But note it wasn't made for high-poly objects.