vincebagna opened this issue on Oct 28, 2007 · 29 posts
Conniekat8 posted Tue, 30 October 2007 at 2:46 PM
Maxxmodelz, the only time I had issues with OBJ exports from Max was when I wasn't careful with the export settings or with geometry, and goofed up the export scale or settings (tris' instead of preserving quads, or forgetting to change vertex scale etc)
But one can make the same user induced export errors in hexagon.
When I'm mindful of geometry and it's topology and what I'm doing, things go very smoothly. Considering ADD, this doesn't happen often :lol:
Many times I have OBJ's coming from Hex for the base model and from Max for morphs (making use of cloth sim's) and as long as I don't accidentally change the object topology, things mesh just fine. My Blacksmith Apron is an example of that. OBJ is from Hex, and all the morphs were henerated in Max, then brought back into Hex for some touchup sculpting, then exported as OBJ's to be used as morph targets.
HEX to OBJ to MAX to OBJ to HEX to OBJ to UVMAPPER to OBJ into POSER... and the vertex order stayed intact :woot:
Darkedge, Polyboost is the plugin I was thinking about. it gives MAX a lot of selection set and looping etc functionality that hex has :)
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