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[SOLVED] Export mesh with original vertex numbering


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Hi,

 

Is there possibility to export mesh from 3dsmax with original vertex numbering. I would like to keep the 3dsmax's numbering. If it is connected with changing the exporter can you give me the hints how to do that thing.

 

Regards,

Rafal

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Disable vertex cache optimization

 

Hi,

it seams not working. Teapot on the left is the original made in 3ds max. In the middle is the object that was exported with Vertex cashe disabled, and the last one was exported with vertex cache enabled.

 

teapots.th.jpg

 

Regards,

Rafal

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Why do you need to keep original vertex numbering?

 

To make mesh morphing in our applications. We have to make very precise animation of a complex meshes. IMO only vertex animation or morphing can handle this.

Rafal

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To make mesh morphing in our applications. We have to make very precise animation of a complex meshes.

 

As already discussed with frustum re-activation of previously available UNIGINE ObjectMeshMorph functionality for sure would be useful also for other users

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in softimage and maya, a polygon mesh has a point(two adjacent polygons must share at least 2 same points), but there is a other class called polygon vertex(node in softimage), this vertex is unique, never shared between polygon, used store normal, uv, tangent and some other information.

 

In softimage and maya, you can easily read index of one point or polygon vertex from user interface, just select a point or sample/normal, the status bar will tell you which point you just selected

 

unigine exporter use polygon vertex to store a mesh then optimize it to be indexed shared structure for better performance in DirectX/OpenGL. So can't use the same point index in any realtime application.

 

3dsmax might use the same technique to represent the polygon mesh.

 

All those point/polygon vertex is a glossary in 3d modeling application, in realtime applications, there is no point concept, only vertex.

 

so, you might checking the wrong index number, you should checking the polygon vertex index number in 3d app.

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well, not possible to do this. even don't use optimize, the real polygon vertex index might be different from 3d app,

 

it depends on how the exporter plugin write the polygon structure, in current softimage plugin, the index is absolutely different in unigine and softimage.

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