View Full Version : Crash on Mesh Verify

06-22-2010, 03:31 AM
3ds Maxs 2010 - crashes when using MEch Verify, possibly due to non poly, but it was a sphere, and they appear to be nothing but trouble!

06-22-2010, 05:47 AM
Hello Midgetall,

I tried to reproduce your crash, but I couldn't make it crash myself... Could you please let me know more ? (what do you mean by "non poly" ? normally, if the object isn't an editable poly, it should display a message asking for the conversion first)

06-23-2010, 12:46 AM
Create a Sphere.
Convert to Poly
Then Mesh Verify.... pop.

Using 3D Maxs 2010 Service Pack 1

06-23-2010, 05:04 AM
Hum... I get the crash too (with Max x64 only) here...

Thanks for pointing it out !

I'll fix it asap, and let you know when a clean version can be downloaded...

Thanks again for your feedback midgetall and sorry about the bug.

06-23-2010, 05:49 AM
Hey no worries about the bug, i know that its valuable that you have people use it and test it outside the way 'it should work'. For me when i make a website, its right, logical and easy yet people still phone up and ask where do i find this and that. I use the 32bit version at the mo, ill do as much as i can for you on my trial license.

06-23-2010, 05:59 AM
I did post another to facebook this morning, you are possibly already workin on it. What is it like working with Munkyfun?

07-15-2010, 03:08 AM
Hi Midgetall !

I've just posted an upgraded version of the plugin: it now works with Max 2011, plus I fixed the meshVerify bug you pointed out.
To check if you got the most up-to-date version, it should say "v1.014" in the help rollup.


PS: I couldn't find your post on facebook, could you re-post it here please ?

08-09-2010, 05:51 PM
This has been fixed in the latest download. Please go to the DMM Plugin page and get version 1.0.14.

09-27-2010, 04:58 PM
Hi all. I too was getting this crash in 3ds max 2010, x64. It would always crash when I used it (had any of them checked and pressed the button - boom, it'd crash).

After updating to the last ver, it seems to now work - thanks for fix :)