Looking for a way to shorten or round off Vertices Positions for FBX files. Using Cinema 4D, 3Ds Max, and Maya. Not sure what this is called? Is Drago a solution?
Wouldn't a file wide vertex value change result in messed up geometry as there will be differentiation between rounding to the next whole value? 10.67 as opposed to 10.25 both rounded up to 11 result in a change of .33 for value A and a change of .75 for value B.
Max2Babylon glTF exporter has a couple nice options, one is "Try to optimize vertices" which probably does some rounding. It's on GitHub if you want to dig into the code.
It'd be easier to do it in app than dick around with the fbx sdk and it's impenetrable documentation. It certainly wouldnt be a lot of work in maxscript to trim off a decimal point or two from a vertex position.
obj export lets you decide how much decimals you want. Don't know if it can be useful to reimport and export as fbx. Wouldn't round the fbx per say, but it depends of your goal. Fbx also has a ascii option so it could be done one the text file.
overly precise vertex coordinates (floating point error), which can be fixed by rounding off coordinate values to a lower degree of accuracy. This can be particularly problematic for georeferenced models. It's best to change from a global coordinate system (like WGS84) to a local coordinate system.
A good solution is to recenter the model in its bounding box, which can be done in software like MeshLab.
overly precise vertex coordinates (floating point error), which can be fixed by rounding off coordinate values to a lower degree of accuracy. This can be particularly problematic for georeferenced models. It's best to change from a global coordinate system (like WGS84) to a local coordinate system.
A good solution is to recenter the model in its bounding box, which can be done in software like MeshLab.
Replies
It certainly wouldnt be a lot of work in maxscript to trim off a decimal point or two from a vertex position.
overly precise vertex coordinates (floating point error), which can be fixed by rounding off coordinate values to a lower degree of accuracy. This can be particularly problematic for georeferenced models. It's best to change from a global coordinate system (like WGS84) to a local coordinate system.
A good solution is to recenter the model in its bounding box, which can be done in software like MeshLab.
- Open the model in MeshLab
- Go to Filters → Normals, Curvatures and Orientation → Transform: Translate, Center, set Origin
- Check Freeze Matrix and set the Transformation to Center on BBox
https://help.sketchfab.com/hc/en-us/articles/201766675-Improving-Viewer-Performanceoverly precise vertex coordinates (floating point error), which can be fixed by rounding off coordinate values to a lower degree of accuracy. This can be particularly problematic for georeferenced models. It's best to change from a global coordinate system (like WGS84) to a local coordinate system.
A good solution is to recenter the model in its bounding box, which can be done in software like MeshLab.
- Open the model in MeshLab
- Go to Filters → Normals, Curvatures and Orientation → Transform: Translate, Center, set Origin
- Check Freeze Matrix and set the Transformation to Center on BBox
https://help.sketchfab.com/hc/en-us/articles/201766675-Improving-Viewer-Performance