I cannot figure out how to export my mesh without it triangulating. I export as an .fbx with triangualtion turned off. I've tried different versions of FBX as well. Also tried without preserving edge orientation. I import into multiple other softwares to test and it always triangulates. Feel like I've tried everything,…
A few more screenshots of methods that have not worked for me:A single, flat polygon that was detached from the above mesh, with 'Turn To Poly' modifier (and Limit Poly Size to 4): And adding 'Edit Poly' to an already Editable Poly mesh: Both resulted in triangulated in Painter/FBX viewer: I would like to get to the bottom…
Can I add something to this - I've never had any luck with ever exporting an object into FBX without it triangulating. There are tonnes of info on how to do it, but ten or so years later and still no luck. 'Turn To Poly' 'Turn To Mesh', adding an 'Editable Poly' modifier, it looks like the original object has properties…
An update to this: Thank you so much for all your responses. After countless trials and errors, these are the export settings that work for me. I'm exporting an Editable Poly as .fbx 2020 with these settings, and it never triangulates now. If I change the FBX version, it sometimes works and sometimes doesn't. If I change…
The (almost) guaranteed way to export exactly what you see in the viewport is to export an editable mesh rather than editable poly. you can use a turn to mesh modifier or snapshots to do that non-destructively.
techincally preserve edge orientation will still be quads(or ngons or whatever) and not collapsed to tri in the fbx, but it's only valid if you reimport it to max. Most other applications make up triangulation based on who knows what, so what they seem to do is instead of applying their arbitrary triangulation method…
Painter is weird for triangulating. It's not a max or FBX thing really. Export the default cube from blender, maya or max and you'll probably have just one face thats triangulated. Work that one out :#
no it isn't USD was developed to solve a long list of problems but weird triangulation when importing into painter isn't one of them. The primary reason was to provide a framework for assembling large scenes out of lots of smaller ones in a nice neat hierarchy that can be easily queried and manipulated. violet2 is probably…