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Old 01-03-2003, 09:20 PM   #16
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here is an example of when i used it. when modelling the ear i got lazy and didn't finish it. but when i turned on "keep faces convex" the mesh look alot better.
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Old 03-03-2003, 01:01 PM   #17
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dunno exactly what it does, ill research a bit about it....

thanks for posting here dude!
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Old 03-03-2003, 02:53 PM   #18
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pencil_head: If you take a look at the attachment, you can see that "keep faces convex" also has some side-effects.
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Old 03-03-2003, 03:01 PM   #19
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this is what it says in the max help files:

Keep Faces Convex: (Available only with Operate On Polygons mode.) Keeps all input polygons convex. Selecting this option causes non-convex polygons to be handled as a minimum number of separate faces, each of which is convex. (Turn on Display/Weighting group > Display Control Mesh to see what's happening here.)
"Convex" means that you can connect any two points in the polygon with a line that doesn't go outside the polygon. Most letters aren't convex. In the capital letter "T," for example, you can't connect the upper-left corner to the bottom with a straight line without going outside the shape. Circles, rectangles, and regular polygons are all convex.
Problems that can occur with non-convex faces include the fact that changes in the geometry of the input object can result in a different topology for the MeshSmooth result. For instance, in a box, if you drag one of the top corners across the middle of the top face, the box becomes non-convex. MeshSmooth would then see this as two triangles instead of one quad, and the number of points in the result would change.
If you need to make sure your output topology is stable, turn this off. If you have a lot of letters or other non-convex faces in your mesh, however, you'll probably want it on.
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Old 03-03-2003, 04:05 PM   #20
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Hmm... this made meshsmoothing letters easier. I should have thought of this before
Good thread Rage! Keep this one rolling.
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Old 04-03-2003, 04:46 AM   #21
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thanks for your help Rage but i already read the help file. i had a bit of a play with it and i understand it a bit better. here is a pic if anyone else is interested. notice the missing edges inside the original mesh
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Old 21-03-2003, 02:55 AM   #22
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Thank's the for Convex Faces tip — It'll help a lot.

Rage, great thread. Good Idea.
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Old 11-04-2003, 04:23 PM   #23
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If you want to use shag fur on your model you should keep the button on, otherwise there can be "flickering" (don't know the english word for something appearing and dissappearing many times a second) on the fur while animating your model...
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Old 11-04-2003, 04:36 PM   #24
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Yeah shag-fur and meshsmooth doesn't mix that good.
Or maybe it's just me doing something wrong.
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Old 11-04-2003, 05:00 PM   #25
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dunno, never used shag fur that much...hehe
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Old 14-04-2003, 04:31 PM   #26
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just to add to the quad discussion. The purpose for trying to keep quads isn't only for smoothing purposes but is mainly for deformations. Quads deform much more predictably then a tri or n-gon would. Cloth is kind of a different thing altogether. If your using a cloth simulator then quads probably need to be reasonably held to but if you are simply modeling for looks then keeping quads in cloth is almost counter productive. Strategically placing 5 sided poly's and tiangles is usually much better at achieving the pinching that occurs in cloth. For organic matter such as characters, however, I would suggest trying to keep quads for the most part, especially in the joint areas. There are some exceptions but I'll leave that for another time.
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Old 13-05-2003, 01:30 PM   #27
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What is the diference of Poy modeling and Mesh modelign??

What is the diference of Poy modeling and Mesh modelign??

It one is better??
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Old 15-05-2003, 12:09 AM   #28
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there are some differences.
I can tell you what I know:

Polymodeling is better for using for Meshsmooth (that's what i think!) cause it has no problem with cutting (mesh usually create extra vertex that are very problematics...), and offers some interesting tools for mesh editing.
However, for example, you cant use shift to extend an edge like you do with mesh, and I use that feature all the time (select an edge + shift and drag to create another edge...)

Maybe somebody can tell more about this... I cant remember more now...
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Old 15-05-2003, 05:22 AM   #29
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Is there a way to switch the shift key to poly? I also only use mesh for that mostly. It makes you think the discreet has something against poly modelling, or they would have let you switch it, or have it usible in edge mode itself, whether it be poly or mesh.
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Old 15-05-2003, 10:51 PM   #30
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I agree with you tradedaemon!!!!

I need to switch constantly between poly and mesh, because I use that feature all the time!!!
It s****!!!

Anybody knows why? and a way to work it out?
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