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omegaend
12-04-2012, 05:24 PM
i use maya 2011 i try convert from poly into subd.. but the errors appear. can guide me tq..

// Error: Command polyToSubdiv failed. Open Script Editor for details. //
optionVar -q "scriptEditorKeywordsFile";
// Result: 0 //
createModelPanelMenu modelPanel4;
buildPanelPopupMenu scriptEditorPanel1;

ctbram
12-04-2012, 05:29 PM
Did you look for the details of the error in the script editor as instructed?

You most likely do not have enough base mesh faces but without seeing the detailed error message in the script editor you are asking people to guess.

Also a screen shot of what you are trying to convert might be helpful.

Jay
12-04-2012, 10:50 PM
Ahhh poly to subd error an oldie but a goodie. I havent used subds for years since smooth poly became the norm

Usually this error can stem for a few things. Could be due to extra polys or verts accidently misplaced here and there, it can also be a build up of blind data on the subd itself. This can be found by opening up the hypergraph and selecting the object and graphing it. You'll either have subd blind data nodes or you wont. If you do have them select them and delete them its that easy. But beware as the mesh may disappear so you'll have to select it and reassign a shader.

cheers
Jay

ctbram
12-04-2012, 11:32 PM
That is kind of the catch all error message for poly to subd conversion. It's like the yellow light on your dashboard. That is why the complete error message that is in the script editor would be of more use to us in helping you.

I'd be willing to bet however, if he looks in the script editor he'll find something similar to this...

Error: polyToSubdiv1 (Poly To Subdiv): Cannot create subdivision surface as the resulting surface would have more base mesh faces (40000) than the maximum allowed (1000).

This is the most common error for people just starting out with subd in maya the default base mesh is 1000 and very often that quickly becomes to small.

I agree with you Jay and find subd's in Maya to not be very useful. Their only real appeal is localized detail and creasing both of which go out the window if you should have to convert back to poly for any reason. Also, Maya's creasing options are really limited compared to more modern programs designed to model in subd mode rather then having the feature poorly bolted on so they can claim Maya is a subd modeler.

As for me they really need to fix both subd and nurbs in Maya. You can all guess which would be my preference (smile).

bullet1968
13-04-2012, 12:24 AM
Im going out on a limb here Rick....NURBS??? he he he he he

omegaend
13-04-2012, 01:47 AM
ctbram, u guess wrong not this error, i check the maximum value and try on it, ntg do to with this.. i have pic shot pls have a look tq. and the error i get is this..

// Error: Select a subdivision surface which you want to tessellate. //
optionVar -q "scriptEditorKeywordsFile";
// Result: 0 //
createModelPanelMenu modelPanel4;
buildPanelPopupMenu scriptEditorPanel1;

ctbram
13-04-2012, 02:31 AM
Well no offense but for one thing you are still not showing the error from the script editor and for another ...

" ERROR: Select a subdivision surface which you want to tessellate."

Is an error from trying to convert a subdivision surface to a polygon surface where you have not selected a subd surface to convert. Is the screen shot above of a subd surface? If not then it's pretty clear why you are getting the error above. It looks pretty much like a polygon surface to me.

So we still are left to guess at your original problem of trying to convert a polygon to a subd.

Please try to convert from polygon to subd as you did in the original post and when / if it fails please open the script editor (the little icon in the bottom right hand side of your interface) and copy and paste the actual detailed error from that screen.

Based on your screen shot it would seem that the default base mesh size of 1000 should be large enough but without seeing the full error description from the script editor when you try to convert from polygon to subd we are all just guessing!

Seriously, I am not trying to be rude but without seeing the detailed message you may as well just make a post and say "Something is broke! Please help." You'll have about the same amount of luck getting a solution.

Thanks

NextDesign
13-04-2012, 03:05 AM
Click on your object, run this in the command line. Give us the result.

string $sel[] = `ls -sl`; string $objs[] = `pickWalk -d down $sel[0]`; ls -showType $objs[0];

Jay
13-04-2012, 09:47 AM
Uugh!!!

PM me your email, I'll contact you then send me the file......I know what it is!

Jay

bullet1968
13-04-2012, 10:24 AM
bahahahahhah.....go chaps

Jay
13-04-2012, 10:30 AM
LMAO....mines bigger than yours type of thread....

Jay

ctbram
13-04-2012, 11:29 AM
Seriously? When it says "Open Script Editor for details."? What part of that is confusing? I am just asking that he post the full error message from the script editor or am I being unclear?

The reason it seems like a pissing contest is because he can't seem to provide any helpful details other then his poly to subd conversion is failing and everyone is trying to guess an answer with no bloody useful information!

If the message he posted on the original post is all that was all the data from the full detailed message in the script editor then is it hard to say that?

If that is the full message form the script editor then the most likely caused is bad geo although, in my experience, you normally get a message about non-manifold geo or internal valance verts, etc in the full error message in the script editor or as mentioned blind data nodes in the subd node graph.

In his reply he still does not show the full message from the script editor for the convert poly to subd and is clearly trying to apply a convert subd to polygon on a polygon surface! So that is no help!

All I was asking for was a complete description of the problem and the full error message from the damn script editor otherwise you may as well say "There is a yellow light on my dash board. Please tell me exactly what is the problem and how to fix it?".

omegaend
13-04-2012, 03:50 PM
hey ctbram,, i did copy the fulldetail of error message, if u damn piss off then u no need stick ur nose n trying to pretend helping..all i facing the problem i need u all help other than u, if i am no clear about what rightful infomation i gv.. then pls guide me.. which info i should provide.....

omegaend
13-04-2012, 03:55 PM
hi nextdesign i did paste it on the mel and python script there, but nothing happen.....

NextDesign
13-04-2012, 04:01 PM
hi nextdesign i did paste it on the mel and python script there, but nothing happen.....

Did you execute it? Did you have your object selected? Just pasting it into the command line won't run it.

Just send your file to Jay. That will be the quickest way to get this solved.

We're confused, because you say you want to turn your model from polygons into subdivisions, yet the script editor clearly says you're trying to convert a subdivision surface into polygons. (// Error: Select a subdivision surface which you want to tessellate. // )

Jay
13-04-2012, 08:12 PM
Seriously? When it says "Open Script Editor for details."? What part of that is confusing? I am just asking that he post the full error message from the script editor or am I being unclear?

The reason it seems like a pissing contest is because he can't seem to provide any helpful details other then his poly to subd conversion is failing and everyone is trying to guess an answer with no bloody useful information!

If the message he posted on the original post is all that was all the data from the full detailed message in the script editor then is it hard to say that?

If that is the full message form the script editor then the most likely caused is bad geo although, in my experience, you normally get a message about non-manifold geo or internal valance verts, etc in the full error message in the script editor or as mentioned blind data nodes in the subd node graph.

In his reply he still does not show the full message from the script editor for the convert poly to subd and is clearly trying to apply a convert subd to polygon on a polygon surface! So that is no help!

All I was asking for was a complete description of the problem and the full error message from the damn script editor otherwise you may as well say "There is a yellow light on my dash board. Please tell me exactly what is the problem and how to fix it?".


I just saw this....man!!

CTBram: Dude, we are all clutching at straws when it comes to helping people out, its Maya, it could a hundred things, but I have had this stuff with Sds before over the last 8 years here and its the same old thing over and over.....Enough info was provided...he cant convert the poly to an SD - period.

My own comment was purely a reaction to Bullets comment, being the cheeky chappie that he is. So lets please keep in on a level. Thanks


Omegaend: its a simple fix on the mesh as it always is...mail me dude and I'll have a gander, should take 5mins.....

Jay

ctbram
13-04-2012, 09:07 PM
I have also seen my share of the // Error: Command polyToSubdiv failed. Open Script Editor for details. // message but I have never seen it give absolutely no clue to the error in the body of the detailed message in the script editor and therefore I asked to see the full message.

The requirement to be all quads was removed years ago. Models with ngons and tri's will convert although you will not get the best topology. The five most common errors are:

1. insufficient base mesh size
2. exceeding the maximum number of edges per vert but the default is 32 which is quite high and this will be displayed in the script editor.
3. non-manifold geometry which always shows up in the script editor log
4. it used to complain about valence-2 vertices (verts in the middle of an edge) but I believe that no longer throws an error, same with faces with zero area, and edges with zero length, and lamina faces, co-linear, and co-resident edges and verts.
5. The only one that I am not sure shows up in the script editor log is phanton subd nodes in the objects DAG. But this is easy to spot by simply looking for and cleaning phantom nodes in the object from the hypergraph or exporting the object as obj and then importing it back.


Since the error message is unclear, just upload the .ma so we can look at it.

Jay
13-04-2012, 09:31 PM
The 'phantom nodes' are usually the blind data that only show in the hypergraph, they are complete bastards that just clog any scene up of this sort.

Mesh Cleanups thru maya are somewhat a lottery especially with edge lengths etc, the tolerances are just not accurate especially in 2011. As I work with smooth poly even on hard surface models Ive found with the cutting of loops to edges to keep them sharp throws up errors as maya thinks they are otherwise regardless of edge tolerances and so on, a real pain in the poly. The export of obj is always a last resort. But seeing as though .ma has been mentioned, try saving the file as an ma, this type of maya file does have its uses too as it can help clean the scene too, the file will possible be bigger but it also chucks the crap out of the scene, very useful when you have uv's on a model that tend to jump out of position too....

But yeah throw us an ma file

Jay

NextDesign
13-04-2012, 10:12 PM
The 'phantom nodes' are usually the blind data that only show in the hypergraph, they are complete bastards that just clog any scene up of this sort.

I still have that cleanup script you gave me years ago :P

ctbram
14-04-2012, 12:31 AM
Yeah, NURBs, and SubDs are notorious for leaving the blind data nodes. I have called them all kinds of names zombie, ghost, orphaned and some much less nice names and they can be a bitch sometimes to make go away and trying to make them go away can make all kinds of annoying things happen like materials go missing, the proxy cage and subd model become disassociated, things go invisible...

The sad thing is Jay, there is really no excuse for all these things to have lingered in Maya for so long. They really should have been fixed many revisions ago and if not fixed then made a priority but sadly it seems Autodesk is happy to leave a poorly implemented and outdated NURBs and Subd tool set in Maya simply to be able to claim in the marketing brochures that Maya supports SubD modeling and NURBs surfacing.

Jay
14-04-2012, 11:15 AM
John: hahahaha awsome mate so do I, it comes in handy still

Rick: Totally, I'm in complete agreement. Apparently though the subd blind data nodes have their uses for animation and the more tech side of things in Maya, but dont ask me how LOL, they are a bloody hinderance in Modeling LOL.

Jay