I am bumping this for more people to read. This is still a huge pain in the ass for me. Is there anyone here who knows melscript who could say if it was possible to match maya's internal triangulation to what is going on in the viewport? Or if there is any way to write a custom triangulation script that can force…
I have already faced this problem and created this thread http://www.polycount.com/forum/showthread.php?t=76767 But since that time nothing had changed - there's still no solution to preserve internal diagonals orientation while exporting. I still triangulate model before exporting. Also you could try to use some…
AlecMoody > yep, never seen this thing not working afaik; history always brings some nerves when not checked properly :) pasha_sevez > huh? What you're showing right now is just something we already know. Maya has his own triangulation algo ( but you can change it to force it clockwise or counter ) and if you do not…
Yeah FBX plug-ins are up to date but was trying to keep all quads for rigging purposes. Looks like the normals were baked with triangulation the one way making small normal artifacts show up as Maya is triangulating some faces the other way. BTW edge orientation triangulates the mesh since FBX just looks at what is…
ummn no I have a friend who wrote a quad/polys inner tri twist tool ( like max ) I do not know if there is now supposedly another import option you guys are talking about? But when I export to to UDK without triangulating it always keeps the invisible tri edge direction. Unless there is an issue with maya fbx to max that…