Modeling Kernel Error : Triangulation



  • On 22/09/2017 at 04:52, xxxxxxxx wrote:

    I have an object plugin in which I am using a bool.
    Sometimes I get in the console the "Modeling Kernel Error : Triangulation".
    How serieus is this?
    Cinema 4d does not crash.

    -Pim



  • On 23/09/2017 at 07:32, xxxxxxxx wrote:

    If I add more objects yo my boolean in my plugin I also get a lot of "Modeling Kernel Error : Failed".

    Is this serious? Cinema 4d does not crash?
    What if I convert it to c++?



  • On 23/09/2017 at 08:39, xxxxxxxx wrote:

    It's an exception that happen quiet oftenly when you deal with "complex" geometry. And as I know their is no way for catching it.

    I suggest you to read.
    https://plugincafe.maxon.net/topic/5888/5965_boole-modeling-error

    And of course c4d don't crash it's an exception so it's handle by the devs ;)
    And converting it to C++ should not fix your issue.



  • On 24/09/2017 at 02:57, xxxxxxxx wrote:

    Thanks.
    The post (20111) you mentioned describes the same issue as I have.
    I guess it is not a real issue.

    -Pim



  • On 25/09/2017 at 02:52, xxxxxxxx wrote:

    HI PIM thanks for writing us.

    With reference to your request most likely the tool is trying to create degenerated n-gons, and our triangulator in R19 doesn't digest them comfortably.

    Degenerated n-gons are usually ngons with:
    •    collapsed outlines;
    •    outlines which intersect other outlines or self intersect;
    •    collapsed ngons;

    A the time of writing the only way to fix them is to remove those ngons or avoid those situations but, in any case, you can easily ignore the error.

    Best, Riccardo



  • On 25/09/2017 at 09:43, xxxxxxxx wrote:

    Thanks, "but, in any case, you can easily ignore the error." is the best news.

    -Pim



  • On 31/10/2017 at 01:03, xxxxxxxx wrote:

    Ignoring is not that simple as it sounds.

    Sometimes , due to the error, there is no result or an incorrect result.
    Hard to capture that in the plugin code and hard to explain to the user.
    The mesh can get very complicated with a lot of errors, resulting in strange behavior.

    Exception handling is necessary, but I do not know how to 'catch' these Modelling kernel errors.

    Also, it seems that the Mac Modelling kernel is different than the PC Modelling kernel (which I can understand), but the effect is that some scene created on a Mac will give a different result on a PC.

    Note: the standard boolean with a more complex hierarchy under it, will also generate these errors.



  • On 02/11/2017 at 02:41, xxxxxxxx wrote:

    Hey there pgrooff,

    I think you can handle the error with pythons try: except: -functionality. Here is some pretty good explanation: https://www.programiz.com/python-programming/exception-handling

    `try:
      # your code here

    except ( Modeling Kernel Error, errorObject ) :
      # handle error here

    `



  • On 06/11/2017 at 02:59, xxxxxxxx wrote:

    The thing is that the error is not within the plugin, but within the cinema 4d modeling kernel.
    This error can result in e.g a None is returned and yes, that I can catch with try/except.

    Thanks, Pim


Log in to reply