Re: Crosswalking from max- Getting a triangulated mesh instead of quads

Date : Thu, 30 Aug 2007 08:56:14 -0500
To : XSI(at)Softimage.COM
From : "Ludovick W. Michaud" <ludo(at)janimation.com>
Subject : Re: Crosswalking from max- Getting a triangulated mesh instead of quads
Good to know!
Thanks!

Ludovick William Michaud
Janimation Sr. Technical Director


Gene Crucean was chatting on 8/29/2007 7:04 PM:
It's just how max works. "Editable mesh" is legacy from the game industry (hence the tri's) and nobody uses that anymore.

fyi, all the good poly editing tools are only available in edit poly too.





On 8/29/07, Ludovick W. Michaud <ludo(at)janimation.com> wrote:
that did the trick
thanks

PS: By the time you wrote this we had figured out that the modifier smooth would do the same things. Is there any known difference? I went the edit poly way since it was much faster in the script i wrote to process.

Ludo

Ludovick William Michaud
Janimation Sr. Technical Director


Kai Wolter was chatting on 8/29/2007 6:12 PM:
Have you checked that the models are editable polys and not editable meshes - experienced that problem once while exporting/importing fbx files.
After converting them to editable polys FBX works just fine.

btw: so do I

Kai

Greg Punchatz schrieb:
I hate max......

Now that I have that off my chest, we are crosswalking some client assets to XSI and the models look like they are quads in Max but we cant seem to get them into XSI as quads.

Is there something stupid we have to do in max first to make import as quads?

Did I say I hate max?



*Greg Punchatz
* Janimation Sr. Creative Director



---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi



Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available.
This site supposedly brought to you by Benjamin Grosser and the Imaging Technology Group.