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    <title>topic Re: &amp;quot;Quadrify All&amp;quot;  quad mesh return to triangle...problem in 3ds Max Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/quot-quadrify-all-quot-quad-mesh-return-to-triangle-problem/m-p/9784075#M7285</link>
    <description>&lt;P&gt;Not motionbuild, unity3d is correct words. sorry!&lt;/P&gt;</description>
    <pubDate>Mon, 05 Oct 2020 10:11:24 GMT</pubDate>
    <dc:creator>wonilmax</dc:creator>
    <dc:date>2020-10-05T10:11:24Z</dc:date>
    <item>
      <title>"Quadrify All"  quad mesh return to triangle...problem</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/quot-quadrify-all-quot-quad-mesh-return-to-triangle-problem/m-p/9015649#M7283</link>
      <description>&lt;P&gt;Triangulated mesh. Please help!&lt;BR /&gt;So, I applied "Quadrify All" in the ribon panel. it sucessfully changed to all quads.&lt;BR /&gt;However, when I applied &lt;STRONG&gt;prooptimizer&lt;/STRONG&gt;, It was return to triangle mesh.&lt;BR /&gt;and second when I saved FBX file and import to &lt;STRONG&gt;motionbuilder&lt;/STRONG&gt;?&lt;BR /&gt;It also return to triangle mesh.&lt;BR /&gt;Is it an error? and how to fix it?&lt;BR /&gt;Please help me!&lt;/P&gt;</description>
      <pubDate>Tue, 10 Sep 2019 06:38:52 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/quot-quadrify-all-quot-quad-mesh-return-to-triangle-problem/m-p/9015649#M7283</guid>
      <dc:creator>wonilmax</dc:creator>
      <dc:date>2019-09-10T06:38:52Z</dc:date>
    </item>
    <item>
      <title>Re: "Quadrify All"  quad mesh return to triangle...problem</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/quot-quadrify-all-quot-quad-mesh-return-to-triangle-problem/m-p/9037349#M7284</link>
      <description>&lt;P&gt;Hello,&lt;/P&gt;&lt;P&gt;It is not error my friend. ProOptimizer is optimizing the object's topology by triangulating it to lower the poly count.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;First, if you need to optimize the poly count only then use the ProOptimizer and lower the vertex percentage according to your need, otherwise don't use it.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Second, when you are exporting the object into FBX format you will find a FBX Export Control Panel pop up. Go to the Geometry Option and there will be a box for "Triangulate". Leave it blank if your model is quad in 3DS Max and you want it as quad in your next platform.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I hope this will help. If any question, shoot it.&lt;/P&gt;</description>
      <pubDate>Fri, 20 Sep 2019 13:52:05 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/quot-quadrify-all-quot-quad-mesh-return-to-triangle-problem/m-p/9037349#M7284</guid>
      <dc:creator>rsghosh</dc:creator>
      <dc:date>2019-09-20T13:52:05Z</dc:date>
    </item>
    <item>
      <title>Re: "Quadrify All"  quad mesh return to triangle...problem</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/quot-quadrify-all-quot-quad-mesh-return-to-triangle-problem/m-p/9784075#M7285</link>
      <description>&lt;P&gt;Not motionbuild, unity3d is correct words. sorry!&lt;/P&gt;</description>
      <pubDate>Mon, 05 Oct 2020 10:11:24 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/quot-quadrify-all-quot-quad-mesh-return-to-triangle-problem/m-p/9784075#M7285</guid>
      <dc:creator>wonilmax</dc:creator>
      <dc:date>2020-10-05T10:11:24Z</dc:date>
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