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Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Originally posted by pixelplume View PostI usually try ProBoolean if Boolean does not work.....Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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I think what you did in the video is subtract both objects so you ended up with nothing. It's a bit counter intuitive in the new Boolean system, but you shouldn't change an object's operation until after you have added it. Notice in the video both objects are set to subtract, while the one you are subtracting from should really be set to union.
There are some other weirdness to it as well I've noticed. When you add an operand the original object doesn't get removed, but is just hidden and instanced into the boolean. That way you are effectively doing a nondestructive operation. Great, right? Well except it doesn't do that for the original object you applied the boolean operation to. That object gets irreversibly changed into a compound object, since the new boolean system doesn't allow you to extract booleans, only remove them.
So, the proper workflow is to take your first object, instance it (or copy if you prefer) and then apply the boolean. Next, without changing the mode, select the operand you wish to subtract. Now both objects should be unioned together. Now select subtract, and the second object should be subtracted from the first. If you do end up subtracting both, you can just go back to the first object in the boolean list and set it to union too.
Edit: Okay I went back and checked, and for me it does work even with all operands set to subtract. The only other reason I can think of for it not working is if the objects aren't "watertight". Fastest way to check is to apply the STL check modifier, or enter X-View with open edges.Last edited by Shimakaze; 26-05-2017, 12:50 PM.
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I exported the steps and imported them, but that didn't help. I'll did deeper tomorrow. It happens often.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Originally posted by glorybound View PostLuke Szeflinski
:: www.lukx.com cgi
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Originally posted by lukx View Post
start using Fusion 360 like I didBobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Use AutoCAD Seriously though, AutoCAD is waaay better for this sort of stuff. Sadly it costs about a million pounds. Booleans in Max have always been a bit hit-and-miss. You'd think by now they would have this sort of thing sorted properly.Kind Regards,
Richard Birket
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http://www.blinkimage.com
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I find that Booleans usually fail because there are either holes, overlaps or tangled/coincident faces in your model. Though sometimes it will work fine on such objects and make you pull your hair out and say "But it was working fine five minutes ago! I barely changed anything!!"- Geoff
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