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.3ds made my wireframe wonky
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Topic: .3ds made my wireframe wonky (Read 548 times)
Kiji8989
Newbie
Posts: 40
.3ds made my wireframe wonky
«
on:
February 07, 2011, 12:23:35 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
Sr. Member
Posts: 591
Re: .3ds made my wireframe wonky
«
Reply #1 on:
February 07, 2011, 12:37:43 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
Sr. Member
Posts: 367
Re: .3ds made my wireframe wonky
«
Reply #2 on:
February 07, 2011, 12:46:17 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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O
neirao
Sr. Member
Posts: 351
Neirao
Re: .3ds made my wireframe wonky
«
Reply #3 on:
February 07, 2011, 03:13:54 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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