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Dinodiegus
02-18-2003, 05:13 PM
Hi guys and girls,


I have a little problem when i am importing 3ds files in max5.

Is it possible to import 3dsfiles and have them in quad polys instead of triangulated?

i seem to get triangulated polys everytime i import a 3ds model in max5.

thanks.


:rolleyes:

BrandonD
02-18-2003, 05:21 PM
Because .3ds is an old format that was created in 1991 and supports limited functionality. Try importing an OBJ for example.

PokeChop
02-18-2003, 06:08 PM
Not to ride Dinodiegus' coattails here, but if you only have 3DS Max5 on your computer then how do you initially convert the .3ds file to an .obj file to import only quads into Max5? How is this .3ds to .obj done? Thanks.

Iain McFadzen
02-18-2003, 06:17 PM
You don't, you export an .obj from whatever other app you are using (most apps that can export .3ds will export .obj too) and import it to max, completely avoiding the gawd-awful .3ds format altogether.

markdc
02-18-2003, 08:02 PM
Doesn't it convert everything to quads if your convert the 3ds file to editable poly?

Joel Hooks
02-18-2003, 08:38 PM
no, but you can go through and hide edges to get quads.

Maybe meshsmooth with "Quad Output" would do it? I checked, it does, but I don't think that's the result you're searching for:/

Milho
03-16-2003, 03:26 AM
I have a similar problem when exporting quads. is there a way to export to exp in max? couldn't find the max2obj for ver5.

LFShade
03-16-2003, 05:17 AM
Milho -
You can use the R4 versions of max2obj and obj2max in R5.

I've been experimenting with some maxscript techniques to "quadrangulate" a triangle mesh, but they only work well on very regular grids. Works well on architectural and mechanical models that don't have a lot of irregular curvature. Anyone think this sounds useful?

klschuff
03-16-2003, 07:21 AM
yes, actually that does sound very useful!

Kurt

Beroc-LOD
03-16-2003, 08:47 AM
Alas... one of the great unfinished scripts....

I once was working on a script that would take a mesh that was triangulated and remove the visible lines from matched quad faces. in essence, converting the mesh back to a quad.... there were several stipulations though... For one, the thing has to be setup for it in the first place. Also, welding will have to be done on mapped meshes, cos the 3ds format also breaks up tverts.... sad, really... if an obj file does it better, I am all for it.

Course, that gets me to thinkin that I could make a script that will re-organize the entire mesh into quads.... ooooooo..... DOH, brain cramp again.....

CTRL+X
03-16-2003, 04:09 PM
If you have access to Lightwave at all, it can bring in a .3ds file, and with a simple Free Downloadable script and/ or plugin called MergeTrigons it will turn all into quads. then export out as a .Obj file and or get the LW2Max importer and that will preserve quads also


Yea I have to use both all the time so I know the tricks :)

Milho
03-16-2003, 08:25 PM
Thanks for the hint LFShade.

I tried the max2obj plugin and it works perfectly. I was able to export quads in max and import in XSI|EXP. :)

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