@mifth said:
Yeah, exactly. I cannot import even a box with BMesh.
@zarch said:
Found a work around!
In blender 2.63 if you triangulate the mesh (ctrl T) and then "save as" there are some options to tick at the left one of which is Legacy Mesh Format.
If you tick that then the resulting save can be opened in the SDK and converted to j3o - and I see my model correctly in scene composer.
@Kaelthas said:
Thanks for finding it :) This will allow people to use Blender 2.63 until BMesh is supported by the importer :)
So @mifth, what exactly is your problem? Theres a workaround, you have the confirmation that BMeshes will be supported.. I guess you can stop posting and start waiting or coding, at least stop confusing @nehon :P
@normen said:
Try "recalculating normals outside" if that doesn't do it its bad modeling I guess. Look that you only use quads while modeling (they also work great with subsurfaces), triangles will cause the funny things you notice here. Always try to create the whole model using extrusion only, things like creating meshes from intersections and sewing etc. will cause nasty vertex combinations.
I'm creating a model for a game, and I am using ProOptimizer to reduce the poly count. However, it sometimes removes quads and creates triangles - resulting in more triangles than quads, really. Are you saying I shouldn't Optimize the model? That said, I tried importing a model with triangles, and I didn't see any problems.
@memonick said:
I'm creating a model for a game, and I am using ProOptimizer to reduce the poly count. However, it sometimes removes quads and creates triangles - resulting in more triangles than quads, really. Are you saying I shouldn't Optimize the model? That said, I tried importing a model with triangles, and I didn't see any problems.
Yeah, in the end it will always be triangles, I am talking about having triangles during editing. They cause inconsistencies in the mesh, best always work with quads that are later triangulized on export.
I’m sorry normen, but I don’t understand what you mean by ‘on export’. Do you mean that Optimizing should be the last thing I do before I export the mesh?
@normen said: @mifth: make sure your normals are right -> "calculate normals outside" or whatsisname
Normals are ok.
Blender 2.62 imports ok. But Blender 2.63(with zarch's method) imports such a model.
I suppose the zarch's method will work incorrectly sometimes.
@mifth said:
i think when I save BMesh into old blender format (as @zarch described), so blender saves some kind of differently (vertex array i suppose).
Yes so if you describe something with the bmesh that doesn't translate to a proper triangle based model then you have a problem anyway as thats what games use.