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Triangle Strips with 3DS max?

Started by October 24, 2005 05:51 PM
7 comments, last by kryat 19 years, 3 months ago
Hey all, I'm more of a programmer than an artist, but i'd like to know if 3DS Max supports exporting 3DS Triangle Strip coordinates vs. just a list of all the polygons? I'd rather not write a converter that would have to break every object down intro strips. Anyone have some advice? Steve
Well, every program/engine that i've seen that supports 3ds max requires an external program that does this. so its more than likely not possible with 3ds max.
-------------------------Only a fool claims himself an expert
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I'm betting you're right about the whole strip and 3ds Max thing, I've seen lots of programs that have to write their own exporter. Too bad, though. I realy didn't want to go through the pain of that :)
and by trivial

smesh = snapshotAsMesh selection[1]outfile = createfile "d:\data.dat"for f = 1 to smesh.numfaces do (	x = getFace smesh f	a = getVert smesh x[1]	b = getVert smesh x[2]	c = getVert smesh x[3]	format "% % %\n" a b c to:outfile)
well since i'm not a programmer i'm not sure what that means.... what does it mean?
-------------------------Only a fool claims himself an expert
its maxscript. while not triangle strips, its the basic foundation for writing an exporter in max, a some more logic and you have your very own triangle strip exporter, in whatever format you want.

i know the op didnt want to write one but usually its the fastest way, unless you are dealing with a common established format.

though... it sounds like an interesting challenge. I might be up to it. if there were some details on the format.

though check around http://www.maxplugins.de, they might have something there.
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Hey Kryat,

Nice link on the triangle strips. I already knew the basics of exporting, but I didn't want to bother with strips. The only tutorials I'd seen involved vague references to hash tables. I'm going to have to look that over, but it looks like a great start. That said, i'm wondering if I should just use triangles for static models in the game and strips for animated models. Thoughts?
from what I've read on triangle strips (i am by no means an expert), i would probably implement them on static meshes, simply because they might see a larger benefit in terms of compressability.

It really depends on the construction of the mode how much that directly relates to a size/performance optimization you'll see converting over to tri-strips.

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