I am trying to wrap a geometry to a shape and am getting the error: “floating geometry contains 7 disconnected polygon components, should be one”. I understand that the shape needs to be a single manifold and have been researching the forum. One advice was to utilize repair geom to find the issues (polygons, edges, etc…) - however, when i feed both geometries each through repair geom, then select pairs, and then go to wrap - repair geom flags no issues, and the wrap error of disconnected polygons persists. I was going to try some of the other suggestions (e.g. select polygons, subset, wrap, then apply subset) - however, without guidance from repair geom where the issues are - i don’t know what to select. Any guidance on why repair geom says no issue but wrap flags disconnected polys?
The RepairGeom node only fixes isolated vertices and non-manifold meshes. When you mesh has multiple disconnected components like (body, eyelashes, nails, teeth, etc.) what you can do is to create a SelectPolygons node, go to the visual editor, double-click on the part of interest (the one that you would like to wrap), like head or body. It will select all the connected polygons leaving everything else disconnected. Then you can use a Subset node to separate this piece of mesh and Wrap it. Then you can use an ApplySubset node to bring the rest of the mesh back preserving the vertex order. Please refer to the documentation here https://docs.r3ds.com/Wrap/Nodes/ApplySubset/ApplySubset.html
Thank you for your very quick and helpful response. I followed the workflow that you suggested and this worked. I had a little bit of trouble selecting the geometry to avoid floating polygons with the select tool - but found if started with loops and grew the selection, it ensured that the growth was along a single manifold and worked well. Again, many thanks - i was able to wrap my model and full round trip back into my rigged character. One question - is there a way to composite Select Polygons - so you can mask out some portions and mask in others, being sure to maintain a single manifold. I wasn’t quite sure how to do this. I’m up and running with current solution, but was curious if there was a way to mask in and out geometries on top of a selected polygon. Very nice software - Wrap is pretty impressive.
I’m glad to hear it works for you. Thank you for the kind words!
Unfortunately, we don’t have a MergeSelection node yet as we have with the vertex masks so we can’t combine selections procedurally.
But if you do a manual polygon selection, my approach is to select a portion of the mesh in a SelectPolygons node, then hide it using the Hide Selected button. Then I select other portions the same way and hide them. In the end, I select all the visible polygons, click Unhide All and Invert. This is how I combine multiple selections.
If a base mesh is used frequently and requires certain parts like a mouth socket or eye sockets to be selected all the time, I normally assign polygroups or materials to these parts beforehand in any 3D editor software. Then I simply load selections from polygroup/materials.