I have run into the odd situation with a scene which crashes xsi when saving 
after making a number of changes, ie. materials, groups, passes and partitions, 
all run of the mill stuff. 

The geometry (which is relatively complex - 1939 objects 28+ million polys) 
comes from Maya but is likely generated from CAD software, judging by the poor 
tesselation and joins between surfaces in the modeling.

In Maya the model looks fine shaded upon initial inspection, but when selected 
displays corrupt geometry on a number, but not all, of the individual pieces in 
Viewport 2. Switching to legacy viewport removes the visual glitches... but 
hardly the problem. The problem is like having an extreme randomize node on 
some of the parts, pointy polygons sticking in all directions, changing as the 
model is orbited. I hoped to be able to clean it up somehow and exported it as 
fbx into xsi, where, initially, it looked fine and saved and loaded fine, until 
I started working with the scene.

So my question here is if anybody has good ideas regarding how to possibly 
clean up the geometry, troubleshoot and pinpoint bad geometry - anything that 
can help identify and select the bad parts, and if possible, also fix them? I 
have removed Maya Usernormals (Arnold doesn't like them), merged the scene in, 
and am now in the proces of dotxsi'ing it out and back in in order to perhaps 
shed some bad data on the culprits. I was thinking obj export would be so 
rudimentary it might throw unwanted stuff away, but the modle is quite complex 
hierarchially, so atm I consider it a no go.

Any pointer will be much appreciated.

//Morten
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