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Windingcheck error? [message #12445] Tue, 04 May 2010 00:35 UTC Go to next message
avatar ChrisWilmer  is currently offline ChrisWilmer
Messages: 21
Registered: April 2010
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After fixing my non-manifold errors on my mesh, I ended up getting a windingcheck error that I have no idea how to fix. Has anybody seen this before?

-Chris
Re: Windingcheck error? [message #12447 is a reply to message #12445 ] Tue, 04 May 2010 05:53 UTC Go to previous messageGo to next message
avatar virtox  is currently offline virtox
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Never saw that before.. but just a wild guess, probably something to do with normals.
(normals can be defined be the vertex/edge order on a polygon, counterclockwise or clockwise determines normal direction)

You could try a "fix normals" or "unify normals" filter/modifier in meshlab.


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Re: Windingcheck error? [message #12521 is a reply to message #12445 ] Wed, 05 May 2010 21:15 UTC Go to previous messageGo to next message
avatar mlautenb  is currently offline mlautenb
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Registered: January 2010
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I got this after scaling a working model in Blender and uploading it again...
Re: Windingcheck error? [message #12630 is a reply to message #12445 ] Sun, 09 May 2010 23:11 UTC Go to previous messageGo to next message
avatar ChrisWilmer  is currently offline ChrisWilmer
Messages: 21
Registered: April 2010
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If you guys are still interested, I did end up fixing this error...

...it's hard to describe, I don't think it had anything to do with normals, but the way the vertices were connected by edges was kind of "messy" (the faces were auto-generated). I re-autogenerated the faces with a different tool and they came out much cleaner.

If anyone is getting this problem persistently, perhaps I can give more details.
Re: Windingcheck error? [message #15407 is a reply to message #12630 ] Thu, 29 July 2010 11:28 UTC Go to previous message
avatar hplahpla  is currently offline hplahpla
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Registered: May 2010
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I had the Windingcheck error too.

Turns out Shapeways defines "inside" as where the normal is pointing.

I had all the normals pointing outside.

All I had to do was flip all normals and it was fine.

I was using Blender.

 
   
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