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Post by on Jun 6, 2015 5:23:22 GMT 10
I'm Maya user, so I know only basics about 3ds Max. Can someone explain why after export mesh in *.3ds format some faces becomes separated.
As example, if your mesh was completely solid with all vertexes merged together, after 3ds format some of them became separated. Why it's happening?
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Posts: 6,004
Original Join Date: May 6 2011
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Post by ThatGayModder™ on Jun 7, 2015 23:08:37 GMT 10
I'm Maya user, so I know only basics about 3ds Max. Can someone explain why after export mesh in *.3ds format some faces becomes separated. As example, if your mesh was completely solid with all vertexes merged together, after 3ds format some of them became separated. Why it's happening? You might not be selecting all the mesh when exporting so press control + A and then export hope this helps
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Posts: 759
Original Join Date: Oct 7 2013
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Post by JoJo on Jun 7, 2015 23:13:19 GMT 10
I'm Maya user, so I know only basics about 3ds Max. Can someone explain why after export mesh in *.3ds format some faces becomes separated. As example, if your mesh was completely solid with all vertexes merged together, after 3ds format some of them became separated. Why it's happening? You might not be selecting all the mesh when exporting so press control + A and then export hope this helps You cant do that. If he is model importing then he can only select the meshes. Not the bones and the sphere. Control + A selects both meshes and bones.
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Busy, but still here
Posts: 326
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Post by on Jun 8, 2015 0:41:45 GMT 10
You might not be selecting all the mesh when exporting so press control + A and then export hope this helps LOL. You get me wrong. Look. - We have 1 solid mesh with all vertexes merged. So this is one mesh/object. If we will aply smooth modifier we will have mesh with all smooth normals without seams; - Export this mesh as *.3ds; - Import this mesh from *.3ds. Now we have this 1 mesh but from *.3ds file; - Go to edit mesh mode and try to select "objects" (as it called in 3ds max) and you will see, that now mesh are not solid. Some vertexes separated/cutted from each others along the UV border + in random places. Also you will notice where mesh are separated now if you will apply smooth modifier. My question was: why some meshe's vertexes became separated/cutted. What rules define this. I've noticed, that it will separate mesh along the UV border, but how about other random cuts. Maybe some limitations. I know that, the number of vertices and polygons per mesh is limited to 65536. But all mesh that I've tested have vertexes count much lower then 65k. Anyway. It's not so important to know, cause I know haw to transfer normals from source mesh (which is solid) to "after .3ds mesh" (which is prepared for the export into *.mod).
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