1. #1

    Default Too many connections to a vertex

    Hey guys,

    I've been trying out michalis' method, moving between apps with GoZ and a lot of times after decimating in Z and moving back to Sc I'm getting "too many connections to vertex (max 24)" error. Is there a way to set maximum number of connections to a vert in Z's Decimator? Or perhaps there's an external tool to get that fixed. I tried MeshLab like always but I couldn't find the right solution.

    Regards

  2. #2
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    Change a bit the settings of decimation master and try again.
    DM never did this to me but I could be just lucky. Remember, the first tests where using sculptris decimation. click click until it can't go further and starting manually decimating from this point. Always add and reduce again.
    This issue is related to symmetry.

  3. #3

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    That's what I've done on previous occasions but there is no hard rule to this. It's same with ProOptimize I keep crunching until I'm lucky and I get lucky the more I crunch. Problem here is that If I crunch too much I lose crispness. I don't think it's related to symmetry because my models are asymmetrical and I have sym off. Thanks for good intentions anyhow dude. It would be really cool if graphite tools had a new selection feature (select verts with a defined number of connections) so you can do it by hand. If you find a better solution please let me know because sometimes it's freaking me out has made me lose a lot of my time.

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    If I crunch too much I lose crispness
    ?
    No, lose it. You'll use this ~5000 tris smooth mesh to subdivide it and project on original crisp mesh. I'm a little confused now.

  5. #5

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    Edges aren't crisp enough if I ProOptimize/Decimate enough then try to put models back into Sculptris that's what I meant. I haven't tried projecting back yet but I'll take your word for it. It won't be as good as original though. Thanks anyhow I gave up today because of my system specs and it's hot here.

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    Thumbs up too many connections ..vertex

    I got the same 'too many connections to a vertex' when I tried to import a hi-poly mesh into Sculptris. So in 3ds max 8 I used the 'optimize' command on the mesh to reduce the poly-count, & Sculptris accepted it. I think the 'too many...' message could be amended with a recommedation to 'pre-massage' the mesh with another 3d program. Thanks for Sculptris, already a great program!

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    time to post this again .... the too-many connections error ..... Sculptris does not like "Pie cut" circles .. spheres, cylinders, cones, whatever .... you need to rebuild the geometry in nipples and the eyeballs .... Like this ....

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    Default "too many connections to vertex (max 24)" Solved -at least for me

    Quote Originally Posted by maciej View Post
    Hey guys,

    I've been trying out michalis' method, moving between apps with GoZ and a lot of times after decimating in Z and moving back to Sc I'm getting "too many connections to vertex (max 24)" error. Is there a way to set maximum number of connections to a vert in Z's Decimator? Or perhaps there's an external tool to get that fixed. I tried MeshLab like always but I couldn't find the right solution.

    Regards
    I almost gave up myself, there were so many steps that other people have posted but for myself all I did was import my obj into Photoshop (I'm using CS6 - Photoshop Extended so I am not sure if there is a difference) Once inside it I was just experimenting with adding textures and then decided to remove them to get it ready for export. I didn't have to do any other optimizations/changes, the next step was just a simple export of my obj, then I gave sculptress another try and wow, relief! it loaded quickly too! I hope that helps if you haven't already found a solution.

  9. #9

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    Quote Originally Posted by kurt_nielsen View Post
    I almost gave up myself, there were so many steps that other people have posted but for myself all I did was import my obj into Photoshop (I'm using CS6 - Photoshop Extended so I am not sure if there is a difference) Once inside it I was just experimenting with adding textures and then decided to remove them to get it ready for export. I didn't have to do any other optimizations/changes, the next step was just a simple export of my obj, then I gave sculptress another try and wow, relief! it loaded quickly too! I hope that helps if you haven't already found a solution.
    It could be that AP re-triangulated the mesh and the number of connections to a vertex was slightly over 24 (25,26 etc but not for instance 70). I don't think there's a real solution here and - it's more based on trial and error.

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