Hrrrmmm. I’m getting back into my workflow after a long hiatus for focusing on other things, I think I’ve seen this before, if I run into it I’ll report back. My knowledge here is sparce. Can you go into detail of what you are doing exactly? ‘Go into Meshlab -> repair holes -> export’ ?
I had been doing exactly that with Meshlab, and it failed every time, so I switched over to Blender. Now, exporting OBJ files to RealityCapture fails randomly. It’s very frustrating. Some models can be exported and imported just fine. Others fail sometimes but not all the time. Some never work.
My basic workflow is: align and produce a basic mesh in RC>export to blender to close holes/fix weird geometry>export to RC for texture.
I am at every step saving as both a project file native to the app in use, and then as OBJ, with vertices textures included.
I think the lines between RC and 3d Modeling must be REALLY hard to draw for the developers - they expect most people to have 3d modeling tools in the pipeline that does this sort of thing but yes, I agree with you, having fix holes in RC would be tremendously helpful and cut out a lot of time and headache. More so, I think, than a lot of other features I’d like. Not more so than localized simplification (being able to tell a piece of your model to simplify to a polygon count not the whole thing), however. For large VR scenes, the ‘simplify everything or simplify nothing’ approach is adding many hours bopping between my 3d modeller and RC, as when I simplify a 800 M model to 2 M, I don’t want 40% of those polys dedicated to a brick wall and rather the many objects I’m trying to pick up. They put that in there, my workflow goes down a solid 15% to 20%.
Yeah, it’s been interesting to see the lack of uniformity in the workflow process for 3D modeling, and I’m still floored that there isn’t a single program that lets photo scanners like myself do everything in one place.