Meshboolean problems: not splitting non-touching meshes, and leaving open meshes after boolean

When I run a mesh boolean with a cutter piece that not only splits the original mesh in to separate the parts, but leaves a gap between them, I want the output be separate mesh items. Right now it’s all a single mesh AND a group?

I want this output:

but when I’m using these cutters:

the booleans randomly make one of the ears disappear:

and the ear that’s left (although it’s a separate mesh, not touching the head) still it all shows s a single mesh:

…and the output is now an open mesh, even though it was a closed mesh to begin with and the cutters where closed polysurfaces. :neutral_face:

If you guys need the pre-boolean file to play with let me know.

G

Hi Gustavo- see if SplitDisjointMesh does what you need.

-Pascal

Ahhh! that’s the command, not ExtractMeshPart! that really helps, thanks!

…but still the process is very hairy, it doe snot make sense to me:

The SplitDisjointMesh gives you no visual/picking feedback that they are now disjointed because after the boolean they become grouped? Why?

Also I have to tho exactly all these carefully coordinated steps for this to work:

  1. boolean one ear with cutter 1
  2. SplitDisjointMesh
  3. Ungroup
  4. boolean the other ear with cutter 2
  5. SplitDisjointMesh again
  6. Ungroup again
  7. Fix now the resulting open mesh of the earless head (it was closed before)

So 7 steps, 3 of them non obvious (like the fact that each ear needs to be done separately so one does not disappear, and that I have to split disjoint meshes, inconsistent with nurbs booleans, and that parts are secretly grouped.

Instead of just doing _MeshBooleanDifference

I hope this helps to fine tune and give mesh operations some love in V6…

G

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