Vertex position with NaN float value #90726

Closed
opened 2021-08-17 11:02:09 +02:00 by Paolo Furani · 11 comments

System Information
Operating system: Linux-4.15.0-153-generic-x86_64-with-glibc2.27 64 Bits
Graphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8

Blender Version
Broken: version: 2.93.3 Release Candidate, branch: master, commit date: 2021-08-12 15:05, hash: 1eeae9be15
Worked: (newest version of Blender that worked as expected)

Short description of error
This model was created with Blender 2.79 and then imported later in the new versions, to be used as a library, I noticed the problem because the add-on to export to glTF reports an error and cannot export, after a careful research I realized that the problem was due to this model which contains vertices with a NaN float value, ranges from 220 to 296 - from 2687 to 3094 from 3464 to 3592 from 12272 to 12811 13424 to 13693. 

Could you find a way to fix this error?

Nan-float-vertex-position.png

Exact steps for others to reproduce the error
file attached
Nan-float.blend

**System Information** Operating system: Linux-4.15.0-153-generic-x86_64-with-glibc2.27 64 Bits Graphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8 **Blender Version** Broken: version: 2.93.3 Release Candidate, branch: master, commit date: 2021-08-12 15:05, hash: `1eeae9be15` Worked: (newest version of Blender that worked as expected) **Short description of error** This model was created with Blender 2.79 and then imported later in the new versions, to be used as a library, I noticed the problem because the add-on to export to glTF reports an error and cannot export, after a careful research I realized that the problem was due to this model which contains vertices with a NaN float value, ranges from 220 to 296 - from 2687 to 3094 from 3464 to 3592 from 12272 to 12811 13424 to 13693. 

Could you find a way to fix this error? ![Nan-float-vertex-position.png](https://archive.blender.org/developer/F10285931/Nan-float-vertex-position.png) **Exact steps for others to reproduce the error** file attached [Nan-float.blend](https://archive.blender.org/developer/F10285915/Nan-float.blend)
Author

Added subscriber: @pafurijaz-4

Added subscriber: @pafurijaz-4
Author

By exporting this model in PLY format I can correct the problem by easily deleting the corrupted vertices, I have also attached the PLY file exported with uv mapping if it can be useful, I have only deleted the vertices outside the model, and so I could correct the problem easily.

PLY-exported-model.png
Nan-float.ply

By exporting this model in PLY format I can correct the problem by easily deleting the corrupted vertices, I have also attached the PLY file exported with uv mapping if it can be useful, I have only deleted the vertices outside the model, and so I could correct the problem easily. ![PLY-exported-model.png](https://archive.blender.org/developer/F10286171/PLY-exported-model.png) [Nan-float.ply](https://archive.blender.org/developer/F10286170/Nan-float.ply)
Author

I also add the report of the problem that I made previously to the developers of the add-on to export in glTF format

https://github.com/KhronosGroup/glTF-Blender-IO/issues/1446

I also add the report of the problem that I made previously to the developers of the add-on to export in glTF format https://github.com/KhronosGroup/glTF-Blender-IO/issues/1446
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

You can also do the following in the Python console:

C.active_object.data.validate(verbose=True)

This will report the invalid coordinates and set them all to (0,0,0).
Since this is basically mesh corruption, we would need a way to reproduce (I know you already mentioned these were imported from 2.79).

This is the bug-tracker policy on mesh corruption:

Thanks for the report. Unfortunately unless there are clear instructions on how to reproduce it from scratch we cannot debug this any further.
Things that may cause mesh corruption: Importers, development versions of Blender, modeling tools.

Will keep this open (there might be ways to reproduce from a valid mesh to a non-valid mesh, e.g. a certain import/export step [in that case we'd need to know which ex-/importers were used, or modeling tools, ...]
But it is up to the reporter to provide these repro steps, so will set to Needs Information from User status until those can be provided.

You can also do the following in the Python console: ``` C.active_object.data.validate(verbose=True) ``` This will report the invalid coordinates and set them all to (0,0,0). Since this is basically mesh corruption, we would need a way to reproduce (I know you already mentioned these were imported from 2.79). This is the bug-tracker policy on mesh corruption: ``` Thanks for the report. Unfortunately unless there are clear instructions on how to reproduce it from scratch we cannot debug this any further. Things that may cause mesh corruption: Importers, development versions of Blender, modeling tools. ``` Will keep this open (there might be ways to reproduce from a valid mesh to a non-valid mesh, e.g. a certain import/export step [in that case we'd need to know which ex-/importers were used, or modeling tools, ...] But it is up to the reporter to provide these repro steps, so will set to `Needs Information from User` status until those can be provided.
Author

Sorry for the wrong information, I checked the source file and it was made with version 2.80 or something similar because the last save date is 16 Sep 2020 and I used the collections, I think it's possible that it was done with 2.83 LTS
image.png
image.png

I also executed the command but seem nothing happened
image.png

Sorry for the wrong information, I checked the source file and it was made with version 2.80 or something similar because the last save date is 16 Sep 2020 and I used the collections, I think it's possible that it was done with 2.83 LTS ![image.png](https://archive.blender.org/developer/F10319275/image.png) ![image.png](https://archive.blender.org/developer/F10319283/image.png) I also executed the command but seem nothing happened ![image.png](https://archive.blender.org/developer/F10319304/image.png)
Member

I also executed the command but seem nothing happened

Sorry, do this in objectmode and move the viewport (seems there is an update missing), you should then see the verts have moved

For the rest, would still wait for a way to reproduce.

> I also executed the command but seem nothing happened Sorry, do this in objectmode and move the viewport (seems there is an update missing), you should then see the verts have moved For the rest, would still wait for a way to reproduce.
Author

I don't know how to reproduce it, I modeled the object directly in Blender using a plane.



yes, now the vertices have been moved with the command, however I can solve the problem with this command, which can be added between the options something similar in the option and to fix the mesh with this type of problem, an option like: solve The vertices with NaN value in the positions?
image.png

I don't know how to reproduce it, I modeled the object directly in Blender using a plane.



yes, now the vertices have been moved with the command, however I can solve the problem with this command, which can be added between the options something similar in the option and to fix the mesh with this type of problem, an option like: solve The vertices with NaN value in the positions? ![image.png](https://archive.blender.org/developer/F10319936/image.png)
Member

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'
Member

I don't know how to reproduce it

Hm, unfortunately, I think we have to close this then (We do appreciate reporting cases like these though!)

Regarding the "fixing": there is no way for blender to know where theses NAN vertices should be put.
You could use the smooth tool to bering them back in their neighborhood, but manual adjustments would

So thx again!, will close.

> I don't know how to reproduce it Hm, unfortunately, I think we have to close this then (We do appreciate reporting cases like these though!) Regarding the "fixing": there is no way for blender to know where theses NAN vertices should be put. You could use the smooth tool to bering them back in their neighborhood, but manual adjustments would So thx again!, will close.
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Reference: blender/blender#90726
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