Actually I figured it out. I'm using Max. I converted it to patch and then to nurbs, but it slowed my computer down quite a bit to the point where I thought it crashed. Didn't know nurbs drained so much from my computer. Thank you for your help Toast!
This is an irrelevant question but, why would you got from a mesh to nurbs?
The whole point of nurbs is to start from splines with controlled derivatives. When you have a mesh, your spline parameters are lost, so what are you trying to accomplish through nurbs?
I have no idea actually! I'm doing this for a friend, who is doing this for a client. I asked him the same question, but he said that's just what they want.
Nurbs don't drain much ; extremely dense nurbs networks do :P
Nurbs can only be be grid like. If you converted that from a poly object, chances are, the conversion compensated the non-quad nature of your mesh into tons of areas of higher density. Even triangles could end up being grid squares, with all the control points on one side all overlapped on top of eachother. I think you guys are better off rebuilding it by snapping to the surface ...
it is probably converting your mesh to nurbs by making each face into a nurbs patch.
Unless your mesh is very low-poly this is really bad. As Pior says you're probably better off rebuilding the model from scratch in nurbs using the mesh as a guide.
You can get specialist mesh to nurbs conversion tools that make good nurbs models but they're usually a separate application. They're usually used by companies in the film industry to create basemeshes for 3D scans.
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The whole point of nurbs is to start from splines with controlled derivatives. When you have a mesh, your spline parameters are lost, so what are you trying to accomplish through nurbs?
I'm jzucsht saying.
Nurbs can only be be grid like. If you converted that from a poly object, chances are, the conversion compensated the non-quad nature of your mesh into tons of areas of higher density. Even triangles could end up being grid squares, with all the control points on one side all overlapped on top of eachother. I think you guys are better off rebuilding it by snapping to the surface ...
Unless your mesh is very low-poly this is really bad. As Pior says you're probably better off rebuilding the model from scratch in nurbs using the mesh as a guide.
You can get specialist mesh to nurbs conversion tools that make good nurbs models but they're usually a separate application. They're usually used by companies in the film industry to create basemeshes for 3D scans.