You have an option for the grid size
default its set to 1 unit.

so if you have a hole, where 2 vertices "should" be snapped
and there position would be for instance

22.345,10.0001,26.003  and 22.345,10.001, 28.001

In this example, the z value needs to be snapped. depending on the scale of 
your model
this is of course extremly difficult to see with your eyes.
with the default value set to 1, z would become respectively 26.000 and 28.000

but if you would set the grid to a higher value they would eventually snap 
together.

do not forget after this, to run the weld command. If the message window 
doesn't say it removed anything,
chances are you have not set the grid a scale that would affect the meshes 
enough.
Also, since its destructive, best practice, is to try with increments
once you have the desired fx, redo from original model in one pass with this 
value.

Regarding the warning you get. If it keeps popping up despite your 
welding/snapping efforts, 
chances are high you have a hole. Defined in a way that the error detection 
might interpret it as a vertex/snap issue.

Hope this helps you bits

Fabrice



On Dec 7, 2010, at 2:39 AM, Miguel Kennedy wrote:

> Hi guys...
> 
> I have an existing 3ds model that is not aligned to the grid and
> because of that I can't generate BSP/PVS from Prefab...
> 
> The model is the house that can be seen here 
> http://planetasolidario.interactive-theater.com/
> 
> I tried to use the option vertex -> snap vertexes to grid (whole
> scene) in prefab... The model does visually change in Prefab after I
> select this option but I still can't generate a BSP tree... It says
> it's not correctly aligned to the grid...
> 
> What can I do?
> 
> Is there any way to do this in Prefab? Does anyone know a plugin/
> script for max/maya/blender etc... that can do this and still mantain
> uv mapping?
> 
> Any help would be greatly appreciated
> 
> Thanks!

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