Mod stack is keeps corrupting meshes when reloading scene

Mod stack is keeps corrupting meshes when reloading scene

sqwert
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Message 1 of 10

Mod stack is keeps corrupting meshes when reloading scene

sqwert
Advocate
Advocate

Your working in a mesh, load the scene the next day and any number of meshes that have uncollapsed stacks get corrupted. 

Sometimes you can fix the mesh by deleting all the mods on the stack other times not. 

 

If completely defeats the purpose of the stack if you have to collapse it on every save, just in case you have to redo

Thankfully this time its just a 2 pieces. 

For such a expensive piece of software, I would think the developers could get such a simple function right. 

 

unreliable.png

all your work.

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988 Views
9 Replies
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Message 2 of 10

sqwert
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Advocate

And another corrupted mesh, found. 

Worked on this a few days ago , load scene and find it now looks like this 

bad3.png

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Message 3 of 10

sqwert
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Advocate

tracked the error down to a corrupt edit_poly mod in the stack watch video https://youtu.be/4lxoLyD9_GA

 

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Message 4 of 10

ads_czechoj
Autodesk
Autodesk

Hi Sqwert, thank you for sharing your discoveries, bugs and opinions. 
I would like to understand better the issue related to the corrupted modifier stack. On the YouTube video, you are going up and down the stack deactivating some topology modifiers, which could already be one problem. The stack depends on the topology, and its changes are carried up the stack. You can't expect correct results on the top after modifying the bottom. It would help if you replaced the top edit poly modifier. You would receive a warning if you selected them instead of deactivating these modifiers.
BTW. You started this thread with the issue related to saving and reopening the same files, but I didn't see this workflow on video. 
Would you mind attaching the corrupted model for our validation, please?

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Message 5 of 10

sqwert
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I was going up and down the stack to try and identify the problematic mod, I dont do this normally.

 

I dont have the corrupted file, as I had no use for it.

But the corruption occurred after closing the scene and reloading the next day.

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Message 6 of 10

sqwert
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Advocate

One of the problems may be using .fbx out of fusio360 its less than accurate at times.

Using .obj now the give a clean mesh with far more accurate curves

686.png

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Message 7 of 10

sqwert
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Advocate

Using obj out of Fusion360 gives a far more accurate mesh that is easy to retopo using quadrify 25% (relaxing any overlapping verts), setting smoothing groups and any hard edges

quad.png

quad2.png

. No subdividing needed. 

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Message 8 of 10

sqwert
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Advocate

areas like this give problems with retopo where you have smoothing groups on and overlapping hard edges. You need to relax the overlap

q2.png

and set smooth edges

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Message 9 of 10

sqwert
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This mesh is very good.

Needs a few verts moved in a couple or areas , but its very accurate and easy to retopo down if needed.

q43.png

fusion.png

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Message 10 of 10

sqwert
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Advocate

this is the fusion360 fbx mesh that got corrupted

this one is a real pain to retopo as is, I think I ended up slicing the picci rail off in fusion, at the taper in the end

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