Is there a way to remove non-manifold faces without having to go into each face, delete it and then removing the un-used edges?
If I use Mesh>Clone>Resolve Non-Manifold it just makes the edges non-boundary but leaves the actual faces in place.
If I use Mesh>Remove>Optimize it removes the duplicate points but the non-manifold faces are still in place.
Thanks for the file. As usual, why is that model the way it is? Typically the providing software produces it that way because it is easier. The one doing it should get training if it is based on input.
There are many problems in that small file, e.g., flipped Normals.
There are no options in Cinema 4D to decide what polygon is valuable to you.
The frame in the file will certainly not be used in a Subsurface Division, where I think the most visible problems would occur.
Many parts are not connected, So the question would be, why pull the internal polygons from it? Where do you have problems with it?
All the best
Again, this is geometry exported from Revit. Each part of the frame is imported as a separate object, all I've done here is combined them together hence the non-manifold faces.
There aren't any flipped normals, I've checked.
The non-manifold faces are an issue because it prevents you from making an edge loop selection. I want an edge selection so I can apply it to a bevel deformer.
There is no option to quickly remedy that.
The frame has more challenges than that.
There are three faces flipped, see file. I reloaded the file from above to exclude a mistake on my side. Same result.
I have no idea how this mesh is created, but there is a lot to fix. I might even suggest the penTool and extrude from there.
That's what I figured.
The two flipped normals may have been me, but all the other areas you noted I knew about and were the reason for the post
They join in that way because its how Revit exports them, i.e. each bar on the frame is exported as a separate object so has faces at either end so, when all the individual objects are merged you get a whole bunch of non-manifold faces. If you run Mesh>Remove>Optimize C4D creates all of the non-boundary edges you see. There are no other errors in the geo according to the Mesh Checker.
Either way, you've answered my question: C4D can't remove non-manifold faces
Dr. Sassi last edited by Dr. Sassi
Not all are manifold; some are just very close to other objects.
I wrote in my first reply, how can Cinema 4D know which Polygon you like to keep? I'm unaware there is an app that can easily be instructed to take all polygons you like and keep anything else.
The key to my marked areas is those with no vertices to be connected. You say that you like to have Loop selections. Even with all polygons not needed, the connection is not provided.
The critical problem is no manifold; the geometry needs manual fixing—a lot from my point of view.
It is pretty much unusable for your purposes; I can read your posts so far.
Perhaps check with Rivit/Autodesk if they have an idea. Always go first to the source of the problem.
I think we have covered this theme, I'm currently out of ideas.
So, what's next?
Define what you need to happen. Then check with Revit's support team.
Use the "Share your Ideas" with Maxon, what kind of tool/function you need and how you like to define the input to specify your target.
Here is the URL to get there.
Please know when that we meet with the developers, and if your idea is discussed, I will contribute as much as possible.
P.S.: I have tried several manual ways.
I believe this one here is the fastest and cleanest.
I placed a one-segment plane in front of the frame and then used the knife to cut. The original frame allowed for snapping.
Placing Guides first might take a minute, but the cuts go faster afterward. It took around 2 minutes.
Some points were Welded (M~Q).
Perhaps some subdivision would be good, as the polygons are pretty long.
Then I used the Extrude with Caps On to create a 4cm thickness.
Thanks for taking the time here. I had done something similar with other elements, either using the polygon pen to snap and re-draw the element or take a spline and sweep from there.
You're very welcome, smckenzie.
Yes, many way, each has it strength.
If I find something faster, I will post it.
Have a great weekend.