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原本模型是四边形结构的 但导入md 后 变成三边形结构 怎么办呢?

  • fverbaas 댓글 작업 고유 링크

    Sorry my Chinese is not that good ;-) , so I will respond in English.

    There is nothing you can do. That is how MD works.

    As far as I recall the tri-mesh is just the old quad mesh with the quads split in two tris, but using the same vertices. If you export the mesh as tri's you should be able to use the result as a morph target for your original model.

  • hdc 댓글 작업 고유 링크

    You mean, there's no solution?

     

  • hdc 댓글 작업 고유 링크

    If you export the mesh as tri's you should be able to use the result as a morph target for your original model.。。。How to solve it in 3Ds Max

  • cbd7d5f7455b34ba7807 댓글 작업 고유 링크

     

    If you export your model as quads > you have quads if you import the model as cloth garment. If you render your model in different apps they can simply show the triangular edges that always make up the quad.

     

    You might need to look into how your previous software takes in data. All Studio Max users can overcome this issue with MD (as that has been possible for many years), you will be no exception to that, you just need to read up on that aspect of using Studio Max when you re-import your model after simulation of the cloth model drape.

     

    When you import to Studio Max you will be fine as these are quads as long as you keep your vertex index the same on import. And if you don't know what a vertex index is > then you need to do a lot of homework as that is important stuff to know about.

  • hdc 댓글 작업 고유 링크

    ok 解决了

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