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Old 11-14-2004, 03:53 AM   #1
vectormodeling
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N-gon export

Is it possible to export n-gons out of C4D? I'm trying to take models into Maya(because modeling in Cinema is sooo much better), and no matter which file format I use, n-gons always get triangulated. Is there a work around for this problem, or is there just some post-transfer cleanup work in order? It seems kind of silly for Maxon to integrate n-gon support into everything except the export, hopefully I'm wrong.
 
Old 11-14-2004, 07:31 AM   #2
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Display / Display Filter / N-gon Lines.
As far as I can tell
C4D9 n-Gones our a illusion.
C4D9 does not have Real N-gons

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Old 11-14-2004, 07:43 AM   #3
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Hi,
currently CINEMA does not support im-/ export of n-gons.
Cheers
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Old 11-14-2004, 09:41 AM   #4
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this is sad:-(

lllab
 
Old 11-14-2004, 11:49 AM   #5
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Well any finished mesh I have does not have N-gons.
so it's not really a big deal as long as for WIPs I have N-Gones.
What I have the most difficulties with is hyperNurbs will turn a Tri's to Quads.

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Old 11-14-2004, 12:22 PM   #6
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RorrKonn, whats real NGons?


You can turn on the polygon preview for the Ngons in viewportsettings to see what will happen after converting Ngon to tri/quads.

The Ngons behave exactly like the ones I see in max tutorials and Maya books (SubD in Maya is differnet though).

I totally underestimated the power of N and after doing a couple of modelling & one character now with them (in the end I convert and clean up for character, never a good idea to let go control over polyflow with characters), but it helps tremendously while modelling.

If this "real" N-Gons is the same as discussions about "real " SubD (where it seems only Maya does fulfill this definition but more & more Maya artists switch over to the relatively new Maya possibility of "unreal" subD, if only for speed and compatibility), then it might be a pure matter of definition.

These are Ngons enough for me, at least.

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Old 11-14-2004, 03:50 PM   #7
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Quote:
Originally Posted by Olli Wuensch
If this "real" N-Gons is the same as discussions about "real " SubD (where it seems only Maya does fulfill this definition but more & more Maya artists switch over to the relatively new Maya possibility of "unreal" subD, if only for speed and compatibility), then it might be a pure matter of definition.

It is the same, but it's not a matter of definition, it's a matter of non-understanding. Some of the Maxon folks have already explained it, but the quick version is that they are real n-gons.
 
Old 11-14-2004, 07:53 PM   #8
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Quote:
Originally Posted by Olli Wuensch
RorrKonn, whats real NGons?

a N-gon that imports & exports
maybe using the word "real" was not the best word to use.
not trying to start a flame war or argue this vs that app.
I like C4D and all the apps but can find fault with any app.
nothing is perfect in this world.

I don't have Maya,Max.

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Old 11-14-2004, 08:38 PM   #9
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Do you know whether .obj or .fbx support n-gons? (I don't, which is why I'm asking.)
 
Old 11-14-2004, 09:27 PM   #10
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I doubt it does, but Srek could answer that, i guess.
I could try it out with Max by sending it over to a friend who is a max-Guru in the working week,, but i would rather wait on a Maxon comment to save my and his time.
Is there any known exchange format that carries N-Gons out there? Maybe one of those CAD ones or so?
Would be cool.

Olli
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Old 11-14-2004, 09:52 PM   #11
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Even though import/export of ngons would be nice, I guess its not the end of the world to live with out it. Ngons should be WIP only in most cases, I guess. Maybe 9.1.
 
Old 11-14-2004, 10:05 PM   #12
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Quote:
Originally Posted by Olli Wuensch
I could try it out with Max by sending it over to a friend who is a max-Guru in the working week,, but i would rather wait on a Maxon comment to save my and his time.
Olli
If you look inside the Kaydara fbx plugin documentation (v5.2) you'll find the following statement regarding the export of polygons: Convert Polygons to triangles when exporting mesh geometry. Technically it's possible to export ngons (without holes) via fbx, but the current plugins don't use this feature.

Best regards

wbj
 
Old 11-15-2004, 12:11 AM   #13
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obj files DO support N-Gons. I export N-Gon objects from Nendo occasionally.Just load the included obj file in UVMapper and youll see

But as Srek says, if you import the attached file into c4d it will get triangulated.
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Old 11-15-2004, 08:15 AM   #14
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good that the formats support nGons, then I guess there is a chance that at least one oif them will get the n-gon support (as said above, not the end of the world, but its sure better to be able to export the whole thing.).

Olli
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Old 11-15-2004, 09:20 AM   #15
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I use Cinema in combination with Wings3d so it would be nice to be able to import/export from one to the other without having my mesh modified. I'd also like to see .obj import fixed so it didn't chage vert order, I can't believe Maxon haven't sorted that one out in...how many years!?

Still I'm so pleased with the changes to modelling in R9 that these are minor gripes! - Baz
 
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