View Full Version : Why dont meshtools and cspolytools work properly in edit mesh
Airflow 12-13-2001, 05:05 PM Yeah I know they are made for editpoly but I wanna use them in edit mesh darn it, some one fix it :mad:
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Lewis Varga
12-13-2001, 05:08 PM
It isn't fixable most likely because edit mesh deals with tris rather than quads where editable poly works with quads that meshtools can handle. At least that's what I would assume! You can always switch back and forth between editable mesh and poly.
pascal_blanche
12-13-2001, 05:19 PM
wich is really anoying yes.. but the only way for now :P
Airflow
12-13-2001, 05:22 PM
Yeah thats what I do anyway.
Equinoxx
12-13-2001, 05:28 PM
bite the bullet my friend. I made my model without any extra tools. So if you want to continue with meshmodeling, you're on your own. :D
Heyho again btw.
It's a silly question, but why is it that people don't work in edit-poly mode fully? Is there a significant advantage\difference to using edit-mesh mode besides working predominantly in tri's?
grim
There is indeed...
For example - it's not possible to shift>drag an edge with and editable poly (to create more geometry).
Plus the all important ability to create ur changes within a modifier (so if it all goes pear-shaped, at least you can ditch the changes! - unless you're modelling a pear of course...:p)
I hunted high and low for an "edit poly" modifier... hopefully there will be one in R5! :D (along with the inevitable inclusion of Meshtools/CSPolyTools being inlcuded as standard... *crosses fingers*)
Reality3D
12-13-2001, 08:50 PM
Also, Editable Mesh is faster than Editable Poly, at least in a Geforce2
I think they should integrate Editable poly and Mesh in one. Now, It's a bit dirty!! :D
Chris
12-13-2001, 08:57 PM
in regards to the speed in with an editable poly (or for that matter a Meshsmoothed object) chuck a Mesh Select at the top of the stack & it will speed up the viewport. A lot.
Reality3D
12-13-2001, 09:04 PM
Thx a lot Chris, i noticed that collapsing a mesh with meshmooth modifier speed up the viewport, but collapsing isn't always the solution. :cool:
Chris
12-13-2001, 09:14 PM
Yeah, it works great, its something to to with poly objects & Meshsmoothed objects having 'wings' or something - which meshselect gets rid of.
:)
s funny, you'd think, that cos they have wings, the viewport would fly! :D he he... (thats a litttle 'max joke' - god I'm a geek! :) )
Iain McFadzen
12-13-2001, 09:15 PM
Originally posted by AJ_23
There is indeed...
For example - it's not possible to shift>drag an edge with and editable poly (to create more geometry).
Yes it is possible, there is an updated Epoly.dlo file which allows you to do exactly that. Unfortunately I can't currently remember where I got it...sorry :)
Chris
12-13-2001, 09:29 PM
How have you found the stability of epoly? I was warned away from it by a guy on the Discreet webboard, who said it was quite unstable & could corrupt files. Have you had any probs?
You can get it here btw:
http://www.maxplugins.de/r4_files/epoly_42.zip
Iain McFadzen
12-13-2001, 09:37 PM
I've no complaints with E-poly at all now. I havent had to use E-mesh since I got Max4, though I do convert my E-polys to E-meshs if possible once the modeling is complete. Modifiers like Skin and Physique were a bit more stable on top of an E-mesh when Max4 first came out, though since the 4.2 upgrade I can barely notice any difference at all, in speed or stability. I just do it out of habit now.
Konyn
12-14-2001, 07:30 AM
One of the problems I have with Epoly is that it wont flip normals on polys, it works on subobjects, but not with selected polys.
What I like with the Epoly is the Border selection with the Cap option.
Isn't there some script (with a button) for quick switching between Epoly and Emesh?
It would be great if it should keep the modifiers and don't collapse the object.
should be something like this:
- Select all modifiers,
- Cut modifiers
- Convert
- Paste modifiers
Reality3D
12-14-2001, 02:09 PM
Hmm, but that patch only works on border edges :(
Not if you use CSPolyTools... :D - has the option to create a poly from any selected verts - invaluable!
Also... I dl'd that epoly.dla - the ability to shift drag edges :D:D:D:D - BUT, it seems to have "lost" a lot of settings..:confused:
Like Subdividing internally, and displacement settings... :(
givetommoney
12-15-2001, 12:42 AM
i only use e-poly when i do high poly models, i've gotten so use to meshtools i get lost with out them
its seems to be almost the same for me compared to e-mesh, but since emesh doesn't support mesthools, i don't use it if i don't have to
Shogun
12-15-2001, 01:13 AM
The only thing I really missed from e-mesh was the ability to weld verts, but after reading a page about the differences between the two it stated that welding can sometimes cause duplicate hidden edges so I switched to collapsing edges in e-poly which has the same basic effect with non of the extra edges. I work almost exclusively in e-poly now & meshtools are a godsend, (although I've noticed max crash slightly more after installing them,) if they included meshtools in the next version of max I would be happy teddy!
What are cspoly tools? I assume similar to meshtools... what are the main differences & where can I get them?
Thanks in advance,
froggie
12-15-2001, 01:49 PM
http://www.3dluvr.com/subagio/cspolytools.html
Some tools are very usefull (need Meshtools intalled for it works btw...)
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