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Author
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Topic: minor problem with .OBJ export
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JT Pilot
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posted 01-14- 10:42 AM
In Max... I have an octagonal shape that I'm trying to export to .obj as 1 polygon. Eventhough I have "polygons" selected in the .obj export dialogue, the .obj export is dividing it up into quads. This is even after I hide edges and make sure that all the faces are planar. Is there something I'm forgetting to do? Does the polygon have to be constructed a certain way for this to work? Quads are exporting nicely, by the way.
[This message has been edited by JT (edited 01-14-2000).] IP: Logged |
JT Pilot
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posted 01-14- 06:46 PM
I don't know if this would help, but here is the actual file. As you can see the shape is getting broken into quads. # Max2Obj Version 2.5, May 15th, 1999 # mtllib ./octo_test4.mtl g # object front to come ... # v 87.74522 -37.24871 6.86538 v 91.55914 -37.24871 1.96400 v 94.80680 -37.24871 1.96400 v 98.62071 -37.24871 6.86538 v 98.46299 -37.24871 14.38480 v 95.36523 -37.24871 17.03401 v 91.00071 -37.24871 17.03401 v 87.90295 -37.24871 14.38480 # 8 vertices vn 0.00000 1.00000 0.00000 vn 0.00000 1.00000 0.00000 vn 0.00000 1.00000 0.00000 vn 0.00000 1.00000 0.00000 vn 0.00000 1.00000 0.00000 vn 0.00000 1.00000 0.00000 vn 0.00000 1.00000 0.00000 vn 0.00000 1.00000 0.00000 # 8 vertex normals g front f 5//5 4//4 7//7 6//6 f 7//7 4//4 1//1 8//8 f 1//1 4//4 3//3 2//2 # 3 faces g IP: Logged |
Bryan Russell Pilot
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posted 01-14- 07:00 PM
This is a long shot, but it also might need to have the original triangles constructed in a strip of fan arrangement. That probably doesn't make sense. For example then suppose you have a octagon with vertices numbered 1-8 in a anti-clockwise order. Perhaps the MAX2OBJ needs the triangle to be made as follows:1. 1 2 8 2. 2 3 8 3. 3 4 8 4. 4 5 8 5. 5 6 8 6. 6 7 8 Which ends up as a proper triangle fan. triangle strips and fans are recognised geometric shapes used by rendering alot and so it may be that MAX2OBJ is done to handle these rather than arbitary triangle constructions. For example the one you describe is actually two or three seperate triangle fans, and so it made three seperate polygons, which just happened to be quads. Bryan
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JT Pilot
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posted 01-14- 10:21 PM
Thanks,I'll try to rearrange the vertices. I sure hope I can get this to work. Having only tris and quads available adds a lot of unnecessary polygons :-( IP: Logged |
JT Pilot
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posted 01-15- 12:24 AM
It's not working :-( I've tried building that poly just about every way I can imagine. I'm almost certain you are right about why it's dividing it into quads, though, Bryan. I just can't seem to find a workaround. I posted at the support.ktx forum, though... maybe they will have an answer tommorrow. IP: Logged |
roadtoad Pilot
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posted 01-15- 02:20 AM
Woody - send that exported obj file to me and I'll see if I can export it from nendo without all those extraneous edges mike@fireman.netIP: Logged |
Tailslide Pilot
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posted 01-15- 03:10 AM
Please post your findings, I was under the impression hiding the edges was enough : (
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Bryan Russell Pilot
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posted 01-15- 04:01 AM
I'll have go as well, I haven't bothered getting into polygonising yet (sometimes you just have to make a word up ), but I'm almost certain that it works, given the right enviroment. Have a close look at the wheels that you export from a SM file and load into MAX. These (for me anyway) show up in MAX with all of the interior edges (for the face of the tyre) hidden and export the same wayt.BTW you shouldn't move any vertices, only the build order of the faces. So you should delete the faces of the octagon, and keep isolated verts, and then rebuild the faces in the new order. Bryan's useless face building tip #298 Build faces in an anti-clockwise order to have the face facing you. IP: Logged |
JT Pilot
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posted 01-15- 08:28 AM
>Have a close look at the wheels that you export from a SM file and load into MAX. These (for me anyway) show up in MAX with Good show! I am such an idiot for not thinking of that. Can't wait to try. >BTW you shouldn't move any vertices, only the build order of the faces. So you should delete the faces of the octagon, and keep isolated verts, and then rebuild the faces in the new order. No, I didn't move any verts. All I did was delete faces, and rebuild them manually. IP: Logged |
JT Pilot
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posted 01-15- 08:46 AM
We're sunk. Here's the response I got at support.ktx.com. This is from the guy who made the Max2Obj plugin.... Topic: Minor problem with Max2Obj plugin (5 of 5), Read 5 times Conf: Plugins - General 3rd Party From: Harald Alexander Blab hab@habware.at Date: Saturday, January 15, 2000 03:29 AM
Hello John, the current version of Max2Obj for MAX 2.5 and MAX 3.0 only exports quads if you select the polygons options. This is a known problem I have to take a look at. Ciao hab
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JT Pilot
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posted 01-15- 08:53 AM
>Woody - send that exported obj file to me and I'll see if I can export it from nendo without all those extraneous edges mike@fireman.netThanks, road... I might have to take you up on that considering this latest development.
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roadtoad Pilot
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posted 01-15- 10:00 AM
send away!IP: Logged |
JT Pilot
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posted 01-15- 04:30 PM
Actually, Road, now that I think about it, that won't help either. I'd still have to bring it back into Max to do the texture mapping. :-( ARG! What I really need is a solution to this frustrating problem. I hate it when this kind of stuff impedes progress. I guess I could do the plane as quads, but that would mean about 200 or 300 extra polys.... that bugs me.IP: Logged |
Tailslide Pilot
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posted 01-15- 08:01 PM
A friend is a 3d professional, so I have access to polytrans if that helps. It only reads in Max 2 files I think so it won't work for me but may work for you. TS
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JT Pilot
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posted 01-15- 09:55 PM
Thanks for the offer, but there would still be the problem that I have to bring the model back into Max to do the texture mapping... which ofcourse means I can't get it back out as polygons :-(
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Tailslide Pilot
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posted 01-16- 12:06 AM
I believe this program will transfer the texture maps correctly so it should work as long as you do your texturing first.
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Bryan Russell Pilot
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posted 01-16- 05:26 AM
I must have been imagining things when I saw the wheels stay as a whole polygons. Here's hoping Harold gets insprired  I did notice something in the object properties in MAX where it says something like x number of triangles. There was also a Polygons box that was greyed out, so I wonder if there is somethign to turn on that may help. TS: What exactly does the polytrans do? Maybe when I've totally finished the 3D model can I ask you real nicely to work its magic on my file? Bryan
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roadtoad Pilot
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posted 01-16- 06:53 AM
make your map and send me the obj - so long as the outside dimensions are unchanged OP may not care about filler. - do a simple one instead of the great artwork you intend, and if it works you can ship it back to do again IP: Logged |
JT Pilot
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posted 01-16- 10:06 AM
>I must have been imagining things when I saw the wheels stay as a whole polygons. If you import a plane from SDOE into Max, it will keep the polygons in whatever form they're in. The problem comes when you export. TS and Road, Thanks, guys. I will proceed with just quads then, and if we can fix it later with Polytrans or Nendo, we will give it a go.. IP: Logged |
Tailslide Pilot
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posted 01-16- 05:44 PM
Polytrans is some kind of expensive commercial package for converting 3d formats. It's what I used to convert a .dem to a bunch of tiled .obj objects. It can also read in max 2 files and write out .obj files and it knows about polys and textures so it may work but I haven't tried it yet as I have max 3. TS IP: Logged |