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Very specific question, Max 6

Started by June 25, 2004 09:14 PM
2 comments, last by Jiia 20 years, 4 months ago
It's simple, but difficult to label. I want to remove these vertices. I'm trying to find a fast method of combining 4 polygons into 1. First, I selected every other edge along the outside, clicked the "loop selection" button, and removed them. This gives me the result you see in the picture. I have floating vertices in the middle of each edge. Is there a quick way to remove those without manually selecting them? Or is there just a quick way to combine two or more neighboring polygons while preserving texture coordinates? Thanks for any help!
You can try welding the points together. But no matter what you do in relation to welding points, your UV mapping WILL be effected, because you're changing the number and location of polygons.

For information on welding vertices together, consult the 3DSMAX6 manual.

Or, you could do some poly reduction using the built-in tools, which should allow you to kill those verts w/o changing the UV mapping, maybe.

Lastly, manually selecting the points and deleting them will work for sure, though it may be a little time-consuming depending on the number of points you've got to delete.

HTH.
-Nick "digisoap" RobalikWeb & Print Design, 2D & 3D Illustration and Animation, Game Designhttp://www.digital-soapbox.com[email=nick@digital-soapbox.com]nick@digital-soabox.com[/email]
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The only two methods I know to reduce vertex resolution is MultiRes and Optimize. But both make a complete mess out of the polygons, which is not good when using physique. I want to keep them evenly strung along. I know you can specify maximum edge lengths, but joint bending needs to have a streamed polygon layout, or they tear all up.

I can find quite a few ways to reduce the polys using Editable-Poly mode, but they all require tons of manual work.

Surely something this simple can be done quickly? Selecting two or more joined polygons and combining them into one? It's so simple, I could probably write my own plugin. Way too busy to do that, though. I'm sure there is a way.

Thanks for the help :)
If anyone is curious, I found someone answering my question to someone else asking a completely different question (the reply by Daz_Genetic).

Go figure!

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