Bullshit from a bullshitter again. I've mentioned this exact problem - first time, at least a couple of years back when I started to modify my own versions of tables. It all has to do with the ball speed. If it gets close to zero and is hitting a loop cut, that is the only time you will see this issue. So, in almost all cases, all you have to do is to make sure that there isn't any loop cuts near the flippers. In order words, exactly what JP said. I would even stay away from his good example though.
http://vpforums.org/...-0607-47-38.png
If you are in orthographic view - seen straight from above '7' on numpad. It becomes easier. You can use knife cut tool instead of loop cuts. Select whole PF mesh after that, in edit mode ... Face -> Triangulate Faces, followed up with Face -> Tris to Quads.
This was a 3 minute edit, a bit rusty on the procedure. Here the holes are just holes, you want to make them have beveled edges etc. Just did this to more visually show you what I mean.
So, should this be fixed ? I don't think it needs to. Actually, a ball on a regular PF has a lot of these oddities happening to it. Even on brand new machines, going over cutout insets it might influence the ball very very slightly, on older machines where the inserts has become "beveled" - you see the ball follow what used to be a flat area. PF mesh - needs to be done right, that's all.
It is a long long time ago, since primitives where an issue and it most cases - it was authors misstakes in the first place.
Thanks, Thalamus, I see what you mean now. And I see that I have a lot of to learn about Blender. The new meshes I did for the tables are much better than before, but I still see some weird ball movements on some tables. I have been watching some videos, and I have learned what the knife tools is used for. I'll do some more playfield meshes for the next tables and I'll see if I can get them done right this time,
If any of you get a ball stuck on a flipper after cradling the ball on any of these last 40 tables, then please tell me and I'll make a new mesh for it. And you may ask why are you using meshes at all? Because many tables have real holes, and I want to use one method to make the holes on all the tables. It's all about practice ![]()






Top






Contributor









are all trademarks of VPFORUMS.