View Full Version : Tris to Quads.. that old chesnut !!
01-27-2005, 06:01 PM
Ok i understand the reasoning for not wanting tris but my question is 2 fold
1. How do we select all the pesky tris
2. What is the vest automated way of quading them ?
The reason i ask ( and i have done a search but not found a solution) is that i have a base model i want to work on, now i know it has tris, and quite a few of them so i want to start quading them, the problem is selecting them all. In LW you can simply pull up a window which tells you the number of quads, tris etc and directly select them all, can this be done in C4D?
If it is possible to find and select them all then apart from untriangulate and/or manually quading them is there a quicker way to achieve this.
Point 2 becomes a bit mute unless Point 1 is solvable i.e finding and selecting these tris
01-27-2005, 06:06 PM
Oh yes i have just realised that if i go into structure manager and set it to polys then i can see the co-ordinates of aal the polys..Tris seem to show up since they have only 3 co-ordinates.. is this the only way to find them ? A bit laborious for a large mesh
I also note that putting the mesh into a HN set at SD 1 than making that editable seems to remove all the tris, is this the way to go ?
01-27-2005, 06:06 PM
there are a few ways of getting rid of tris, the easiest most automated way is to simply use the untriangulate command.
as for the equivalent of the lightwave window just open the structure info window (and yes that is different from the "structure" window).
01-27-2005, 06:07 PM
1) window > stucture info
2) melt unwanted edges or untriangulate
01-27-2005, 06:17 PM
Eventually uncheck "evaluate angle" when untriangulating.
01-27-2005, 06:19 PM
Untriangulate will not remove all the tris only some of them, unchecking evaluste angle does seem to catch more but not all
Is the HN solution a good idea ?
01-27-2005, 06:27 PM
You are right. When not possible, Cinema will not be able to remove all tris. (question of number of points).
One shure and certain solution is use subdivide>hypernurbs subdivide.
01-27-2005, 08:24 PM
HN may be a good solution, but of course that quadruples the poly count and if you have tris it might not smooth well.
It's time consuming, but the best way to get rid of them is to run "untriangulate" with evaluate angle on, and then fix the remaining tris by hand.
01-28-2005, 12:12 AM
Thanks for the input, for small meshes the HN trick seems fine, though as HN quads all polys i can't see why there is a problem using tris with it
I mean i dropped a mesh of about 300 polys of which over 100 were tris, HN quadded them all giving me a mesh that was all quads and fine for my use ( the poly count on a SD of 1 was usable) So HN handles tris why do we worry about putting tris into HN's then ?
01-28-2005, 12:41 AM
There is nothing wrong with using triangles or using them in HN it only applies when animating (well they don't always subdivide how you want them either if you arne't used to to working with them) When animating triangles are thes solid unmalable shapes. they have three points which make them incapable of twisting and folding, only shnging size and shape. A quad (which in reality is two triangles) has four points and thus can twist around, folc on either diagonal this makes it far more flexible while stilll consitent and predictable. Ngons are typically bad because they dont' always subdivide as expected, have a lot of points meaning they can bend and fold in many many many ways, which means unpredicatbility and often jsut squishing instead of twisting and folding.
01-28-2005, 01:50 AM
Tris can also cause nasty texture stretching when used in HN.
01-28-2006, 02:00 AM
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