Hello team,
I get this error when I create the Fat layer
// Error: [AdonisFX] (FatGEO_AdnFat) Base and sim meshes have mismatching triangle count. Aborting initialization.
I tried blendshaping bothe meshes; the Fascia mesh and the Fat mesh. They are blendshapable. So there is nothing wrong with the vertex count and order. So whey am I getting this and how this and what can I do to fix it?
The error you are seeing may occur when the triangulation algorithm generates a different triangle count for the base mesh and the simulated fat mesh. This usually happens when one of the meshes contains malformed quads or other degenerate geometry. In some cases, this can be introduced during the shrinkwrap process used to create the fascia or through subsequent sculpting.
To help us better understand the issue, could you please clarify the following?
Did you sculpt the fascia or fat mesh before creating AdnFat, or is the fat mesh simply a scaled version of the fascia?
How did you create the fascia? Did you use a Shrinkwrap deformer or another method?
As a test, could you try creating the fascia using AdnPush and then create AdnFat again to see whether the error persists?
You should be able to use the AdonisFX Importer and Exporter to preserve your existing setup and avoid losing progress.
At the moment, we do not have a consistent automatic solution for this issue. We recommend checking both meshes for degenerate geometry, such as very small, thin, or distorted quads. It may also be helpful to test a slightly different fascia or fat mesh to determine whether the problem is specific to the current geometry.
Regarding the fat appearing to work, it should not be simulated when this error occurs. Could you please let us know which version of AdonisFX you are using and provide a screenshot of the AdnFat Volume Structure section?
Hi Lucas,
Thank you for taking the time to look into this. Actually the fat simulation is working well and respond to attributes values changes and map painting which is really weird. Moreover, I already created the skin sim and the merge skin layers on top of the fat with the error and they are also working.
To answer your questions, I did use ShrinkWrap deformer to create the Fascia and also did some sculpting to edit some areas using the Maya Sculpt tool. But as I mentioned I used the Blendshape to check that both meshes are matching.
I will try your suggestion to use the ADN Push deformer and will let you know how it goes.
I use Adonis 2.1.0 beta1.
I’m not sure what you mean by that? do you mean the attribute editor or the Node editor ?
Thank you Lucas and sorry for throwing so much problems on you guys.
Hi Lucas,
So using the Push Deformer solved the problem and the error is gone. BUT, I don’t like the resulting shape. Since the Push Deformer dose not take into consideration the under layering muscles it just shrinks the mesh uniformly. I know I can always paint the Push Weight but this is too much work to paint maps that would match the muscles details. So now I’m loosing so much details that I have easily obtained by using the ShrinkWrap deformer.
I was referring to enabling Volume Structure under the debug options to check whether the tetrahedra are visible on AdnFat.
Thanks to your feedback, we have been working over the past few days on a way to address the error you are experiencing with the fat layer. The fix should be included in an upcoming release, at the latest in version 2.2.
Thank you again for your feedback. I hope you are currently able to continue working with the scene you shared with us.
Hi Lucas,
I have been trying things since yesterday and I accidently managed to overcome the problem. Let me tell you in details maybe this will help you figuring out what was happening in my scene.
In the scene with the error the debugger didn’t show anything, the tetrahedra are not created or are not visible I don’t know.
Also the debugger on the skin sim created on top of the Fat with error didn’t show the attachments neither the soft nor the hard. although in the simulation I can see they exit.
As you can see here the skin is sliding where I painted the slide constrain and attached where I painted full hard constraint.
I tried exporting the fascia as ABC and importing it again as a new mesh. But this didn’t help.
In one of the trials I accidently added a second ADN Relax node to the Fascia.
Surprisingly the error was gone. So I thought maybe the fascia needed more smoothing. I deleted the new added ADN Relax and started tweaking the original one. But no matter how high or low the values I put into it the error kept appearing. It just needed this second ADN Relax node to work properly.
Now the error is gone and the debugger shows the Fat Volume Structure.
Of course I don’t know what happened here. Maya never failed to surprise me .
The good news is the scene is working.
I hope these updates are helpful. Thank you all for your time and effort.
Thank you, as always, for the detailed breakdown. We will take a look on our end.
Regarding the debugger not appearing for the Hard, Slide, and Soft constraints on AdnSkin, could it be that the fat and skin meshes overlap perfectly? In that case, the debugger would not render any lines.