Workflow help

 From:  Michael Gibson
10283.6 In reply to 10283.5 
Hi Robert,

re:
> The thing in exporting mesh is that Moi3d, beside doing an overall great job, likes to do vertex
> that have the exact same position. Now I clean that on import, because these vertex produce
> wrong polygons. Think of a quad polygon with 6 vertex.. not easy to draw for any software.

The way the meshing process works is it starts with quads generated in the UV space of each surface and then the quads are turned into n-gons where there are trimming boundaries.

Currently the goal of the mesher isn't really to produce the same output as you would when drawing something by hand with "all quads", it's goal is to automatically generate a render-ready mesh with a good looking lightweight wireframe.

If you don't want n-gons you can change the setting "Output: n-gons" to "Output: Quads & Triangles" instead, then those areas will get triangulated instead.

In the future I do want to try and make an "all quads" type mesher, but it will require a totally different approach than the current engine.

- Michael