OBJ / Quad sample
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 From:  Michael Gibson
149.19 In reply to 149.17 
> Seems ngones resist a little bit :)

It looks like there is an ngon in there along the top face.

Right now ngons will only happen along planar faces. The front face there is curved, not planar, so that's why no ngons in that spot.

I'm thinking of some other possibilities on generating ngons on non-planar surfaces, I might be able to give something a try...

- Michael
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 From:  Frenchy Pilou (PILOU)
149.20 In reply to 149.19 
From Steph again :)
Your obj export works yet better than the Rhino and other progs! Bravo!

Just a little complaint ; The "scale" for C4D must be * 10
If you can intergrate a mutiply coefficient that will be cool :)
(some prog have their own scale unity system)

An another example of Ngones follow quasi perfect! :)
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 From:  Michael Gibson
149.21 In reply to 149.20 
> An another example of Ngones follow quasi perfect! :)

Wow, I like this example better! :)

That's looking really good!


> If you can intergrate a mutiply coefficient that will be cool :)

That should not be difficult. I will probably put in an "Options" button and put the scale and the Output: triangles/ngons/quads control on a secondary dialog so that this main dialog can remain small and uncluttered.

- Michael
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 From:  Frenchy Pilou (PILOU)
149.22 In reply to 149.21 
Yes a scale by default for the user is the solution :)
Here some rrender in C4D by Steph after export from Moi
No problem of topology! Bravo !




and the difference of the scale :)


Some lines of Moi exist so that makes a cool effect

EDITED: 10 Oct 2006 by PILOU

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 From:  Michael Gibson
149.23 In reply to 149.22 
Very cool!

> Some lines of Moi exist so that makes a cool effect

That's because the points along those edges are not shared, there are duplicate points in the mesh on those areas. This makes it possible to do stuff like get sketch-rendering edges there. But like I mentioned above, maybe there will be a "weld" or "merge vertices" control in the future that will be on by default, and that you will want to turn off to maintain this effect.

If you wanted to remove this effect now, you could use the "merge vertices" or "weld" function in C4D to make those vertices unified.

- Michael
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