Anim8or Community

General Category => General Anim8or Forum => Topic started by: Kiji8989 on February 07, 2011, 01:23:35 pm

Title: .3ds made my wireframe wonky
Post by: Kiji8989 on February 07, 2011, 01:23:35 pm
(http://i53.tinypic.com/5ydyqh.jpg)

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?
Title: Re: .3ds made my wireframe wonky
Post by: lynn22 on February 07, 2011, 01:37:43 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 ;)
Title: Re: .3ds made my wireframe wonky
Post by: RudySchneider on February 07, 2011, 01:46:17 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.
Title: Re: .3ds made my wireframe wonky
Post by: neirao on February 07, 2011, 04:13:54 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