Hi Bernard, I'm glad you like the new beta!
> maybe some tweaking you've done in the OBJ export.
I don't think that there were any changes that would effect this model - there were some bug fixes but they were for some more unusual situations, with trim curves that are partially collapsed, and for some edges where some control points of the edge were squished together into a single point.
> Probably the problem was that Modo can not import NGons with "too many" vertices...
That's possible... I think it's likely that complex concave ngons are the big problem ( http://en.wikipedia.org/wiki/Concave_polygon) - those are the ones where it is pretty easy for a triangulation of the ngon to get messed up, unless your program code has handled things quite carefully.
By dicing them up into smaller pieces you also will break up complex concave trims into smaller bits, where it is much more likely that each polygon will just have a corner clipped off of it so that it will be convex. It's harder to mess up the triangulation of a convex polygon because no matter which points you connect on it, you can't make a line that goes outside of the polygon.
But that's a great tip that will likely help other people who want to bring stuff into Modo.
- Michael
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