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Author Topic: .3ds made my wireframe wonky  (Read 1849 times)

Kiji8989

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.3ds made my wireframe wonky
« on: February 07, 2011, 06:23:35 pm »



When I finished my model in .an8 format, (Left) I then exported it to .3DS. I then re-opened the .3ds file to see if anything funny happened during conversion. I got the image on the right.

I tried it with multiple models, only to get the same result.

Does anyone else have this problem/know how to fix it?
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lynn22

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Re: .3ds made my wireframe wonky
« Reply #1 on: February 07, 2011, 06:37:43 pm »

As far as I know there is nothing to worry about. 3ds divides square faces into triangles and importing the 3ds file into another 3d software program should work without problems ;)
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RudySchneider

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Re: .3ds made my wireframe wonky
« Reply #2 on: February 07, 2011, 06:46:17 pm »

Anim8or likes to work with "quads," or 4-point polygons.  I believe Anim8or converts everything to 3-point polygons in the process of exporting a model to .3DS format.  

Prior to render time, many programs "triangulate" these quads.  And, in some cases, subdividing and "freezing" models may convert everything to 3-point polygons.

Actually, 4-point polygon can produce non-planar rendering artifacts, while any three points will always define a plane.  So, triangulating helps to minimize potential non-planar issues.

Try exporting it instead as a .OBJ.
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neirao

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Re: .3ds made my wireframe wonky
« Reply #3 on: February 07, 2011, 09:13:54 pm »

yes export in .obj,
or use the Anim8or Script: Untriangulate Mesh by Nicke  :)
in scripts session: http://www.anim8or.com/smf/index.php?topic=1705.0
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