Does anyone know if there is a way to preserve triangulation direction with fbx out of maya? Max has the option but maya doesn't. oh and im running fbx 2012.2 on both.
Max will always use an automatic mode unless you manually turn an edge. I don't think there is a way to set left or right direction like in maya. I have dealt with triangulation direction in both max->maya and maya->max, what workflow problems are you guys having with max->maya?
Hey so couple of the artists been modeling stuff in max and importing to maya but maya seems to have a different triangulation than max. Is there anyway to switch max triangulation without manually turning edges?
I wonder, is there any way to prevent Maya from dynamic diagonals turning? I mean Max-style processing of internal polygons triangulation - on demand or manually (I know there's a way to swap diagonals manually since Maya 2010 if I'm not mistaking).
Hmm- the pipeline I am working with is maya-> a custom baking tool. Maya FBX export has an option called "triangulate"- is there no way to at least force that to match how the viewport is set (left, right, best shape...)? I would manually triangulate but for other workflow reasons that isn't really an option. Also, maya's…
Complete triangulation is always a cure! BUT! It makes rigger's work muuuch harder. Although I don't mind triangulation it's really harder to see edgeloops while skinning process. Another issue in this case is that studio's pipeline may include both max and maya users. Sometimes in maya modeler may create a model which…
That's the whole thing! The FBX exporter "recieves" the model in its internal representation. It looks like dynamic diagonals reorientation is performed by maya in realtime without affecting actual model representation in memory. The worst thing is that I found no way to match visible triangulation in viewport and what you…
Does your engine compute normals or import them from the object file? If it is importing them, force triangulating before sending the model out of max is probably for the best, since maya has different normal handling for a quad then it does for a triangle.
Maya get's the shortest edge possible automatically on these cases, which is cheaper to have smaller triangles, obviously. I just can't understand how Marmoset/Max can't think of getting the shortest too!? I know, I know, the fbx exporter should have given you the same triangulation, but unfortunately autodesk didn't fix…