Hi Martin,
Thanks very much.
That works good. And I'll probably end up just doing that.
But the thing is, if I reduce the poly count down to a silly number - say to 34 for that whole curve, then meshing it is using up a couple of extra polys where the repair is.
That might sound like I am a bit mad! - but I am having very good results doing this kind of thing to generate level of detail meshes for a game, direct from MOI without fiddling in any other software or making LOD's by hand, which surprised me - but its working out quite well so far.
What I was hoping to achieve was to get rid of it entirely.
Don't know if its possible though...
Thanks again :)
Pete
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