rafal.kasza Posted June 28, 2011 Share Posted June 28, 2011 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 Link to comment
binstream Posted June 28, 2011 Share Posted June 28, 2011 Disable vertex cache optimization Link to comment
rafal.kasza Posted June 29, 2011 Author Share Posted June 29, 2011 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. Regards, Rafal Link to comment
binstream Posted June 29, 2011 Share Posted June 29, 2011 Why do you need to keep original vertex numbering? Link to comment
rafal.kasza Posted June 29, 2011 Author Share Posted June 29, 2011 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 Link to comment
ulf.schroeter Posted June 29, 2011 Share Posted June 29, 2011 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 Link to comment
rafal.kasza Posted July 2, 2011 Author Share Posted July 2, 2011 Any new suggestions? Link to comment
steve3d Posted July 3, 2011 Share Posted July 3, 2011 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. Link to comment
steve3d Posted July 3, 2011 Share Posted July 3, 2011 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. Link to comment
manguste Posted July 22, 2011 Share Posted July 22, 2011 Yep, not possible to keep the original vertex numbering. In theory you can use UV coordinates as they stay the same. Link to comment
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