OBJ / Quad sample

 From:  Michael Gibson
149.9 In reply to 149.8 
Hi Skello, thank you for trying it with XSI.

> The only problems i see are with the fillet box edges highlighted in
> red. For some reason those remained tri's.

If you count the vertices along that fillet edge, there are 9 points along one side, and only 8 points along the other side. There just isn't any way to connect 9 to 8 using only quads.

Maybe in future versions it will be possible to improve this by trying harder to get the same number of points generated along all of those edges. It will probably be quite a while before I'll be able to work on improving that though.

It is very difficult to get an automatic meshing that does things as intelligently as a person would doing it by hand... I'm not sure that it is ever going to be 100% there. But at least this is a significant step towards far more clean and workable output than before.


> BTW. have you tried exporting a slightly more complex shape? maybe a
> booleaned sphere with a fillet edge.

I should have the next beta ready tomorrow, so you'll be able to try it yourself! You can expect to see a lot of triangles in trimmed areas (like with booleans) though. Anytime there is an irregular number of points that need to be connected up to each other you will see them.

- Michael