dencoper opened this issue on Feb 12, 2003 ยท 19 posts
_dodger posted Wed, 12 February 2003 at 7:52 PM
Below this is an OBJ that makes one of my lightsabre blades. The # of digits is the precision of the float stored. For poser you'll want at least bare minumum 6, and 8 is better. If you have a lower precision, you will get vertices becoming identical, and then that happens you get degenerate facets and things flattening and such. And that's bad. That's also why you encounter less degenerate facets on a 3DS import -- 3DS uses a variable-precision float internally. But at Poser size, using an OBJ, you'll want 8 places worth of float precision elsewise things will come out wonky. Notice the float precision:
>>>>>>12345678>>>12345678>>>12345678
v -0.34185275 0.71801335 0.09689700
And consider that those are the same units that Poser uses and what happens when you translate something even .0001 and you can see it just fine... A degenerate facet occurs most often when you have four vertices making up a triangle. Poser doesn't grok it so it black them out. This happens when you have a very thin tapered quad in Max and on export he precision isn't high enough and the two close vertices end up with identical so-ordinates. One thing to note -- the HABWare OBJ2MAX importer deals with these well and fuses them, making the quad into a tri. You can then re-export it with the degenerate facets fixed right up. Other problems that can occur is when things end up flattening out that weren't supposed to. That could be the problem sometimes. Now, if I had a wish, it would be for something (maybe an add-ion for UVMapper) that would tell you which vertices were which. B^) Then you could easily make new body parts that would weld properly with other body parts and make centauring much easier. # Max2Obj Version 4.0 Mar 10th, 2001 # mtllib ./blade_for_lightsabre.mtl g # object (null) to come ... # v -0.34185275 0.71801335 0.09689700 v -0.38656032 0.71801335 0.07108507 v -0.34185275 1.00007522 0.09689702 v -0.38656035 1.00007522 0.07108509 v -0.34185275 0.71801335 0.07108507 v -0.38656035 0.71801335 0.09689700 v -0.34185275 1.00007522 0.07108508 v -0.38656032 1.00007522 0.09689702 v -0.36420652 0.71801341 0.10980299 v -0.36420652 0.71801341 0.05817911 v -0.36420655 1.00007522 0.10980298 v -0.36420655 1.00007522 0.05817910 # 12 vertices
vt 0.00049955 0.00049958 0.50000000
vt 0.99949920 0.00049955 0.50000000
vt 0.00050077 0.99950051 0.50000000
vt 0.99950045 0.99950039 0.50000000
vt 0.00049955 0.00049958 0.50000000
vt 0.99949920 0.00049955 0.50000000
vt 0.00050077 0.99950051 0.50000000
vt 0.99950045 0.99950039 0.50000000
vt 0.00049955 0.00049958 0.50000000
vt 0.99949920 0.00049955 0.50000000
vt 0.00050077 0.99950051 0.50000000
vt 0.99950045 0.99950039 0.50000000
# 12 texture vertices
g (null)
usemtl Lightsabre_Blade
f 1/1 2/2 4/4 3/3
f 5/5 6/6 8/8 7/7
f 9/9 10/10 12/12 11/11
# 3 faces
g