what is best solution for export .obj?

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 From:  4rw1n
9151.1 
hi.. i have problem, i export obj

here my export configuration:
https://imgur.com/kgziEyi

after that i put obj in autodesk maya and want export it in i3d file
i get msg (warning) polycount 578700 is very high. this cause performance isuess etc.

after that i cant open i3d in giant editor, or if i open there missing some parts of model..

HOW TO EXPORT FROM MOI IN BEST QUALITY BUT THAT POLYCOUNT IS SMALL

tnx
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 From:  Phiro
9151.2 
For my projects I export poly in STL files for 3D printing with objects which are up to 3 cm.

My export options are :

Angle : 3
Divide larger : 1 / all
Avoid smaller than : 0.3

It's a pretty good choice to have details and not so big files.


You have to make choices size vs details.
But it depends of your using of files... rendering, 3dprinting...
You have to see utility of details in your work.
Render far objects with multiple details is not a good idea. But if you zoom in, using a more detailed file become a must.
So test ! Test ! Test again...
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 From:  Michael Gibson
9151.3 In reply to 9151.1 
Hi 4rw1n, the setting "Divide larger than" = 1 as you currently have set will force all polygons larger than 1 unit across to be further subdivided.

That is good to use if you want a result with polygons diced up so they are all of a similar uniform size with no polygons stretching across longer areas but such uniform dicing will also substantially increase overall polygon count.

To get more dicing just in areas that are curved I would recommend starting with both "Divide larger than" and "Avoid smaller than" to be blank (so they are disabled) and move the slider a little towards the right to more gradually increase polygon count by the angle metric rather than using the distance based metrics as you have been.

If you want to reduce polygon count further you could then try the "Avoid smaller than" option - if you put in a distance there any polygon smaller than that distance will use a much rougher angle and so it will reduce polygons in small curved areas.

- Michael
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 From:  4rw1n
9151.4 In reply to 9151.2 
phiro , i use ur export settings and i get little better.. nice quality and get less policount
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 From:  4rw1n
9151.5 
that not open new topic.. why i cant join that 2 parts
pic
https://imgur.com/a/KyiLXPz

see what i get when put texture
https://imgur.com/bN6no9P


3dm file

https://files.fm/down.php?cf&i=ygkpmefb&n=test.3dm
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 From:  bemfarmer
9151.6 In reply to 9151.5 
There is a small gap which is narrow and tapering?
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 From:  Michael Gibson
9151.7 In reply to 9151.5 
Hi 4rw1n, yes as Brian writes the parts do not align well enough to be joined.

One side is closer than the other, there is a gap of 0.03 units on this area here which is too far apart to be joined or booleaned together:





- Michael

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 From:  4rw1n
9151.8 
hii.. see now i try fix but dont know why now i cant connect that remove that line

https://files.fm/u/nzbgy2n3#sign_up

in moi is cant remove line but when i export in obj and put texture there no more

https://imgur.com/jt9GDC3
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 From:  Michael Gibson
9151.9 In reply to 9151.8 
Hi 4rw1n,

re:
> but dont know why now i cant connect that remove that line

The line is an edge where 2 different surfaces are joined together, it's normal that objects made up of multiple surfaces joined together will have edges in them like that.

To remove it you would need to make a single larger surface instead of individual surfaces.

When you have 2 planes that meet there MoI is able to remove edges when those are boolean unioned together but not when you have 2 general surfaces touching like you have here.

- Michael
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 From:  4rw1n
9151.10 In reply to 9151.9 
hi michael

why this happen

i make this
https://imgur.com/3WaeNXF

and connect it with network this look like this

https://imgur.com/MU33Yl1

and i mark all with ctrl + a and click on OFFSIET and click on SHELL, and i give thnickness and i put 0.07 direction is normal

when i export it .obj and open it in 3d coat see what happen inside is transparent, how to fix it.
https://imgur.com/u77Id7X outside

https://imgur.com/X3fZfEl inside

here is 3dm file
https://files.fm/u/xzmfe54s
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 From:  Michael Gibson
9151.11 In reply to 9151.10 
Hi 4rw1n, unfortunately the Shell function in the geometry library that MoI uses does not work well with a case like this with multiple surfaces meeting at different angles. For thickening an open surface it will only work on a single surface or with multiple surfaces that are smooth to each other or meet at a 90 degree angle.

For thickening something like you have here it makes messed up results in corner areas.

So I'm sorry Shell just won't work for your case, you need to use some other method for constructing it.

- Michael
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 From:  Michael Gibson
9151.12 In reply to 9151.10 
Hi 4rw1n, also on something like that it can work better to make a solid and then shell the solid rather than trying to thicken an open surface. With a solid shell the shelling mechanism gets to intersect extended surfaces with "side walls" which tends to work better. When you thicken an open surface it's a pretty different process which has more difficulties with surfaces all at different angles to each other.

I've attached a result of making your object into a solid and then shelling it. There was still an error in one spot where you had a thin pointy piece which I had to fix up manually.

Also I made all the main pieces using Construct > Planar rather than Network, that should also help with offsetting and shelling work since it will make trimmed analytic plane surfaces rather than general surfaces.

- Michael
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