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degenerate tris discarded

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Created 9 years ago
by Rorke
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is there any real fix for this?

ive tried the following:
mesh------>qudrangulate...................but dosnt fix it it just tuns the model brown with tiny white boxes
mesh------>fill hole...............it fixed only 11 degenerate tris but left me with 489 degenerate tris which basically fixed jack crap i use maya 2012 BTW im willing to try any other programe at this time
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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I also need help with this, my upgraded skorpion has a hole, as does my B2023r and Im pretty sure something else

I tried looking it up, but all I found was some video about converting the tris to quads, but I wasnt sure if that was the right thing to do
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I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.

Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)

Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
Last Edit: January 29, 2015, 08:14:30 am by JBird632
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im gonnna try this right now, thanks Jei

Double Post Merge: January 29, 2015, 08:32:35 am
ok sadly I looked everywhere but cant find this option in maya?

Im using 2012
Last Edit: January 29, 2015, 08:32:35 am by Harry Bo21
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Ok I found a fix for this in Maya 2012 I'll post pic's when I get on laptop

Double Post Merge: January 29, 2015, 01:45:56 pm
ps: thanks for the help jbird :-)

Double Post Merge: January 29, 2015, 02:27:53 pm
well gyazo isnt working but here are the instructions:

mesh----->seperate then mesh----->combine re-export the model then re-convert it in asset manager
you will get 1 tris degenerate discarded but the mag wont move but you will need to re-bind the mag and bolt parts or what ever moves


credit foes to:
convictioNDR for this

Double Post Merge: January 29, 2015, 05:48:42 pm
I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.

Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)

Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(Image removed from quote.)
downaloding blender......i carnt see mesh to quads in maya
Last Edit: January 29, 2015, 05:48:42 pm by Rorke
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I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.

Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)

Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(Image removed from quote.)

When I attempted it:
Blender scene:

Used FBX to import/export both ways, any idea?

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When I attempted it: (Image removed from quote.)
Blender scene: (Image removed from quote.)

Used FBX to import/export both ways, any idea?
have you tried using .OBJ instead of .FBX?

Double Post Merge: January 30, 2015, 12:00:31 am
ok i got this:

http://gyazo.com/c166a6f321287b6493c2a197aa2d311f

so what do i do now? bear in mind i have never used blender before
Last Edit: January 30, 2015, 12:00:31 am by Rorke
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have you tried using .OBJ instead of .FBX?

Double Post Merge: January 30, 2015, 12:00:31 am
ok i got this:

http://gyazo.com/c166a6f321287b6493c2a197aa2d311f

so what do i do now? bear in mind i have never used blender before
At least bind the weapon and place the clip in before you try doing this ._.
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i would but i dont know how to use blender ive never used it before
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i would but i dont know how to use blender ive never used it before
bind everything on maya and export it to fbx. then do what you need to do on blender and export again. can't be too hard.
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I think if you were to bind in maya first then export as fbx and import into blender, you would probably get the same vertices stretches that is shown in dukip picture. Its probably best to just export the mesh, then convert the tris to quads, then just re rig in maya with original bones. I never done this but just a little input.
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bind everything on maya and export it to fbx. then do what you need to do on blender and export again. can't be too hard.
Thanks john :) im a maya person never really thought ide have to use other tools :)

Double Post Merge: January 30, 2015, 03:43:14 pm
I think if you were to bind in maya first then export as fbx and import into blender, you would probably get the same vertices stretches that is shown in dukip picture. Its probably best to just export the mesh, then convert the tris to quads, then just re rig in maya with original bones. I never done this but just a little input.
i will also keep this in mind thanks man
Last Edit: January 30, 2015, 03:43:14 pm by Rorke
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 :lol: no need to use blender...  100% done in maya

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:lol: no need to use blender...  100% done in maya


so how did you do it?
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dont suppose anyone feels like fixing my upgraded skorpion for me eh? lol

 
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