V3 Wish: Mesh export density adjustment
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 From:  Mark Brown (MABROWN)
3570.5 In reply to 3570.4 
Hi Marc,

Sorry for the slow reply.

Many thanks for the tip. I haven't had a chance to try it but I will be with this current model. I have UVMapper Pro. This technique might also enable me to use Ultimate Unwrap which has some useful texture template options but in my tests made a mess of the vertex normals.

I'm surprised that Milkshape didn't work for you. What version did you try? Do you have a small test obj you could post that shows what didn't work?

Like you, I've tried a lot of software to deal with this but the selection which worked for me is really small.

I'm really looking forward to the obj merger if Michael can find some free time to do it.

Mark

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Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

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 From:  Micha
3570.6 In reply to 3570.1 
Mark wrote "Would it be possible to have an option in V3 where you could apply different mesh export settings on a per object basis and have MoI export with those settings to a single file? ....
Also, it would be really nice to be able to apply a denser mesh only in critical areas of a surface. ...."

I have the problem often, that a small mesh angle is need to avoid a visible tessellation on large light bended surfaces. This small angle cause a to dense mesh at all other parts. Since MoI is created for easy usage wouldn't not better to add a "max error" option (distance NURBS to mesh) first than adding a meshing single objects feature? Also, it's not seldom that a single part contain large light bended surfaces and small rounds. In this case the different parts can be separate meshed. Attached a very simple example. OK, "avoid smaller than" can be used, but ...

I know we talked about it in the past. Only I want keep it in the mind, maybe it can be implemented in v3. ;)


Visualisation for Designer and Architects | http://www.simulacrum.de
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 From:  Michael Gibson
3570.7 In reply to 3570.6 
Hi Micha, I do think that the kind of "max error" (possibly I will call it Chord height) should get added in as a new meshing parameter in v3.

Currently you would probably want to use "Divide larger than" to force some additional divisions in larger slightly curved objects like you show there - that's probably a bit easier than using a tight angle + "Avoid smaller than" which it sounds like you are doing now.

- Michael
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 From:  Michael Gibson
3570.8 In reply to 3570.6 
One of the things that I want to figure out is some way to have that kind of chord height switchable between 2 modes - a "percent relative to the bounding box size" mode, and an "absolute distance value" mode.

It would be helpful for the default simple dialog (where only the slider is showing) to also set this value in the relative size mode when moving the slider around instead of only the angle parameter alone.

- Michael
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 From:  Micha
3570.9 In reply to 3570.7 
"Currently you would probably want to use "Divide larger than" to force some additional divisions in larger slightly curved objects like you show there - that's probably a bit easier than using a tight angle + "Avoid smaller than" which it sounds like you are doing now."

I'm not a fan of "divide larger than" since it divide not only in curved directions. So I get much to much polygons - see screenshot. If it would work perfect, it would devide in the curved direction only. This you could implement without to change any UI. ;)




Visualisation for Designer and Architects | http://www.simulacrum.de
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 From:  Michael Gibson
3570.10 In reply to 3570.9 
Hi Micha, I see - but "divide larger than" would work without complication on that previous example that you posted though.

I also have that on my list as well, to make "Divide larger than" when set to apply to curved surfaces only to not divide in the straight direction on extruded surfaces.

- Michael
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 From:  Micha
3570.11 In reply to 3570.10 
Great, thank you.

Visualisation for Designer and Architects | http://www.simulacrum.de
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 From:  Michael Gibson
3570.12 In reply to 3570.5 
I've been able to cook up the "merge obj files" utility that was mentioned earlier in this thread, it's available here:

http://moi3d.com/download/MergeOBJ.exe

And I updated the wiki resources page to list it:

http://moi3d.com/wiki/Resources#MergeOBJ_utility


So hopefully that should do the trick if you want to merge OBJ files together into a single larger file but still preserve vertex normals which unfortunately other freely available programs have a tendency to discard.


When you run it, it will show a simple dialog and you build up an input files list either by pushing the "Add files" button which lets you use the file open dialog (w/multi select) or by drag/dropping files on to the dialog window.

If you want to start over you can hit the Clear button to blank out the input files.

Then when you have all your input files listed up, you push the "Generate merged file" button which will ask you for a filename to write and then crunch out one single OBJ file that has all the other stuff combined into it.

Most things like object names and vertex data pass straight through to the combined file, but the index values of all faces are adjusted to make them correct in the new vertex list and also it gathers up all the materials used by every file and puts that out into one combined material file as well.

Hope it's useful!

- Michael
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 From:  Mark Brown (MABROWN)
3570.13 In reply to 3570.12 
Not just useful, in fact, absolutely essential for the job I've got to do.

It works perfectly too but I don't reckon that will be any surprise to anyone on the forum.

Cheers!

Mark

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Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

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 From:  Frenchy Pilou (PILOU)
3570.14 
A cool one to add on the French wiki parts ;)
Edit : Done ;)
http://moi3d.com/wiki/Ressources_%28french%29#MergeOBJ_fusionner_des_fichiers_OBJ
and here ;)
http://moiscript.weebly.com/

EDITED: 9 Jun 2010 by PILOU

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 From:  Marc (TELLIER)
3570.15 
Wow, that's an awesome 60kb!!

Thanks for the utility, works great and will save a lot of Tylenol.

Marc



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 From:  Mark Brown (MABROWN)
3570.16 In reply to 3570.15 
> Thanks for the utility, works great and will save a lot of Tylenol.

I shared your pain, now happily cured by Dr Gibson!

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Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

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