Armory: Faces Not Triangulated on Export

Created on 10 Mar 2019  Â·  13Comments  Â·  Source: armory3d/armory

(drag & drop zipped .blend file here)
I am working on an arch viz project, and when I cut a hole in the roof of the structure, it does not show in the armory player. The hole was cut with a boolean --- the cutter is hovering above the model in the .blend file
Roof After Boolean.zip

This is the workspace view
image

This is a quick EEVEE render of it
image

Finally is a screenshot of the Armory Player

image

The exact same thing happens when the hole is cut with a set of loops.

I'd be glad to submit anything else that is needed as well -- please let me know

Tim

bug good first contribution

Most helpful comment

No problem, and when I'm free I will do this

All 13 comments

As mentioned on this forum post this was just an issue with Armory not liking Ngons being used. When the mesh was triangulated, it works fine.

That said, if Blender can handle ngons and Armory can't, then we should really automatically apply a triangulate modifier to all ngons in a scene before compiling to fix these kinds of bugs.

I'm pretty sure that Armory is supposed to triangulate the faces automatically on export, so I think this still counts as a bug, but we should rename the issue something like "Faces not triangulated on export".

Is that something the system will handle, or do I need to rename it?

Tim

On Mon, Mar 11, 2019 at 12:28 PM Zicklag notifications@github.com wrote:

I'm pretty sure that Armory is supposed to triangulate the faces
automatically on export, so I think this still counts as a bug, but we
should rename the issue something like "Faces not triangulated on export".

—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/armory3d/armory/issues/1215#issuecomment-471614916,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AXiok6QYBvpkr0waDNvlrntFCbFhCwQ1ks5vVoQUgaJpZM4bnY5q
.

@taholmes160 You'll need to rename it.

Done

@luboslenco Where is this automatic triangulate on export code? I would like to check it out and see if i can fix it

Well

image

same after triangulate

image

main.zip

Your issue appears to be caused by inconsistent normals. You can enable backface culling in Blender to get the same result (or disable it for Armory in Armory Render Path but that will introduce performance hit).

111a

I think there should be a FAQ to explain some common mistakes...

@XQDD Maybe you should start the doc. :smiley: I think that it isn't a bad idea. This is definitely something I would have liked to known about. Either an FAQ or a Tips & Tricks type document.

The docs repo is here if you are interested.

No problem, and when I'm free I will do this

Was this page helpful?
0 / 5 - 0 ratings

Related issues

knowledgenude picture knowledgenude  Â·  3Comments

donalffons picture donalffons  Â·  4Comments

HeadClot picture HeadClot  Â·  3Comments

mushroomeo picture mushroomeo  Â·  4Comments

Amir-Arsalan picture Amir-Arsalan  Â·  4Comments