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Help needed with FSDS3.5.1 Boolean Ops.

Posted: 03 Jan 2011, 22:28
by johnthepom
Can anybody inform me as to how to get past this error message in FSDS 3.5.1.

"Part is not orientable"
"Part is self intersecting"
"Boolean operation failed"

I have worked through the FSDS tutorials and had no real problems, but then one wouldn't with all the fiddly bits done by somebody else. But in my own project, I have got as far as the boolean operations and am stuck at the very first post, ie the left aileron. I have found 1reference to this error message, but nothing to say how to fix it or offer any clues as to what causes it.

HELP!

JohnthePom

Re: Help needed with FSDS3.5.1 Boolean Ops.

Posted: 03 Jan 2011, 23:36
by Garry Russell
I don't find Boolean works well in FSDS

I've tried it and it largely fails

When it does work I find it did not do a very good job and end up re doing it manually

In a way it's quicker to just get on with it than trying to get Boolean to work properly

Re: Help needed with FSDS3.5.1 Boolean Ops.

Posted: 04 Jan 2011, 11:49
by robcarrich
The Boolean operation will work in FSDS and work well, under certain circumstances.
Not for an aileron, I would suggest, better to align the vertices when first planning the wing layout.
If you have one tube intersecting another, as in gun ports or the like, it is the only way to go.
But it is really fussy about the way the parts are presented to it.
I have used it successfully on a number of occasions (as a last resort) but there is a lot of work involved.
firstly separate the polygons from the main part Where the Boolean tool intersects then subdivide all, also subdivide all polygons on the tool itself, the Boolean operation should then complete.
You will now have to remove all unwanted parts, re-join the newly formed part back to its main part, making sure you have no co-located points, then rebuild all local polygons after removing unwanted points, of which there will be a great many, at this stage you’ll be asking yourself “is it worth it?”

Re: Help needed with FSDS3.5.1 Boolean Ops.

Posted: 04 Jan 2011, 14:13
by johnthepom
Garry Russell wrote:I don't find Boolean works well in FSDS

I've tried it and it largely fails

When it does work I find it did not do a very good job and end up re doing it manually

In a way it's quicker to just get on with it than trying to get Boolean to work properly
Hi Garry & Rob

thanks for the very prompt replies, so I'll just go a little further. If I build the control surfaces and tabs like smaller wings etc, will the animation processes work as per the FSDS instructions or will I have to find a new procedure for it? This is my first project and I've got so far with it now tnat I'm not really prepared to let it drop.

Thanks again for your replies.

JTP

Re: Help needed with FSDS3.5.1 Boolean Ops.

Posted: 04 Jan 2011, 14:27
by Garry Russell
I always move or add extra points so there is a line of points surrounding the aileron cut out.

Then cut the polys of the control then using the verticle points on the two parts make the edges although you will need extra points for the curved front of the aileron.

Re: Help needed with FSDS3.5.1 Boolean Ops.

Posted: 04 Jan 2011, 19:53
by johnthepom
Garry Russell wrote:I always move or add extra points so there is a line of points surrounding the aileron cut out.

Then cut the polys of the control then using the verticle points on the two parts make the edges although you will need extra points for the curved front of the aileron.

Thanks again Garry. I'll give it a whirl and let you know how I go.

Cheers

JTP

Re: Help needed with FSDS3.5.1 Boolean Ops.

Posted: 29 Jan 2011, 15:47
by FelixFFDS
I've found that Gary's "method" works best for control surfaces. Planning one's mesh is easier, and *I find* that in FSDS it's a lot easier to add points/create polygons to build up the mesh where needed.

As an aside, even in gmax, booleans, although easier, sometimes create too many unwanted vertices and you still end up with a lot of cleaning up.

Rob's comments on working on a separate sub set of the main part(s) is also spot on. One of the things I like about FSDS is the availability of separte "model pages". I usually will use a separate model page - set to inactive, so it doesn't compile - as a "workshop" to try out different things on a part/etc., before adding it to the main model.