Quote:Original post by spookycat The orange borders usually show the extent of the currently selected modifier in the stack, a lot of exporters dont handle reset xforms very well so the usual thing to do is to right click the object and convert it to an editable mesh after youve reset the xform, this removes the xform modifier but leaves its results.
Chris
Hello Chris, Thanks for your help. After further look at the GUI, I finally managed to make the ray intersect the object by collapsing the whole scene. Though the exporter became sluggish. Thanks and have a nice day Jack
Hi, How come when I collapse the whole scene, all materials are gone? How can I keep the materials intact? And also another problem is when I try to export some geometry, that guy never appears in my export. I try to delete all other objects, leave only that one out in the scene, then do a collapse and XForm, I can see it is an editable mesh under the modifier panel, but never succeeded to export that isolated object. But sometimes that guy re-appeared in my export, what different was I did not delete all other objects and let it (the unexportable object) combine with other small objects (what a mess), then I see it in my export.... this really baffles me... Thanks Jack
[Edited by - lucky6969b on September 25, 2009 12:36:30 AM]
Not sure how you are collapsing the scene, I tested it by selecting the objects and then right clicking and then Convert/Convert to Editable Mesh this left all materials intact. One thing to note with this way of doing things is it will remove say skinning info, morphing data etc, anything that is connected with the modifiers that built the object. If you still have problems with meshes after doing this then I would look at the exporter as not being up to the job, which exporter/file format are you using?