Maya2dts non-triangulated mesh error
by Michael Bacon · in Torque Game Engine · 07/13/2006 (12:55 pm) · 4 replies
I just set up my Maya 7 to use the Maya2dts exporter and I am getting a "non-triangulated mesh not supported" error that comes up on export.
the problem is I already ran it through the triangulator, so I shouldnt be getting this error. I can export a simple box just fine so I know my export hiarchy is correct as well as any naming issues so it doesnt seem to have an issue with this.
I have tried to export 3 seperate models in different files, from high to relatively low poly meshes and I seem to get this error on all of them although every one had been triangulated.
is this a known issue? or is there any trick or proceedure that needs to happen outside the obvious " triangulate mesh" button?
Any help would be appreciated.
the problem is I already ran it through the triangulator, so I shouldnt be getting this error. I can export a simple box just fine so I know my export hiarchy is correct as well as any naming issues so it doesnt seem to have an issue with this.
I have tried to export 3 seperate models in different files, from high to relatively low poly meshes and I seem to get this error on all of them although every one had been triangulated.
is this a known issue? or is there any trick or proceedure that needs to happen outside the obvious " triangulate mesh" button?
Any help would be appreciated.
#2
still no banans...
it even gives me the error on a single hull thats low poly and not complex....very odd
07/13/2006 (1:56 pm)
Yeah, I had Already done that... no parents, its been combined into one model, history deleted, tranforms frozen and reset. still no banans...
it even gives me the error on a single hull thats low poly and not complex....very odd
#3
or quads
07/13/2006 (2:41 pm)
That is weird when you click on the mesh after you triangulate is it in triangulates?or quads
#4
once cleared it worked fine.
thanks...
07/14/2006 (11:39 am)
Ok, I got it. It was just holding on to some junk nodes that were in the scene. I didnt realize all that had to be cleared out. once cleared it worked fine.
thanks...
Torque Owner Dave MacIsaac
make sure if you have sub mesh parts before you embed/shapes triangulate each by themselves
or combine that model into one shape don't forget to delete history.