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the new one is the one i can work on |
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| Ok, thanks for that. Now, is the model just one object or several objects? If it's just one object we may have to approach the problem from a different angle, but if it's several objects then try just merging one object at a time, saving, and then try to re-open the file. This way, by process of elimination, you may find the object that is causing the problem. Have you used the 'symmetry' modifier anywhere in the model? This can cause Max to crash on opening the file. Check you don't have any any overlying vertices, edges, faces or planes.....this causes Max to divide by zero....which is impossible. Also check that ALL objects are visible....ie, none are hidden and are duplicates of other objects in exactly the same world space. And finally, what is the error message you get when Max fails to open the file? Are you trying to open it by double clicking the .max file or by opening the file from within Max? Or does it just shut down without any error message? Give us as much info as you can, it makes it so much easier to pinpoint the problem. Regards. |
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| Basically any two or more verts/edges/faces/planes that occupy exactly the same world space.......this would make them look like one...when there are in fact more than one. Welding ALL verts with the minimum of tollerance can minimize the risk of this happening....although it is still possible to have two faces share all three identicle verts. When Max tries to calculate the angles between faces, any that are exactly 'overlying' will mean an angle between them of 0°........dividing by zero will cause any program to crash, not just Max. It's just something to look out for, especially if 'chamfering' has been done.......verts can move along edges and 'sit' on top of other verts....giving the appearance of only one vert when there are in fact two....this often happens with edges and faces as well if not careful. Hope that helps explain it a bit better. Regards. |
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| No problem. There is no easy way to check this out, but selecting a bunch of verts/edges/faces, pysically counting them yourself and comparing that number to what the control panel say's, can reveal any errors.....especially if your count is lower than Max's. Boolean operations can create overlying faces, chamfering can create overlying verts and edges. It's therefore important when using these to clean up the mesh after every instance.......it saves trying to hunt down problems later.....too little info too late I know but maybe useful for future reference. Regards. |
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| well there are many objects. i have a render of it in a previous post. |
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