Prevent .fbx Export from Triangulating

Prevent .fbx Export from Triangulating

Anonymous
Not applicable
33,177 Views
12 Replies
Message 1 of 13

Prevent .fbx Export from Triangulating

Anonymous
Not applicable

Hi,

although i turn off the Triangulate option in the 3ds-max export, it still triangulates the exported .fbx. 

I also tried to turn off Turbo Smooth and the other checkboxes, but still.

 

How is this done the right way ?

 

 

Regards,

Frank

0 Likes
Accepted solutions (1)
33,178 Views
12 Replies
Replies (12)
Message 2 of 13

blakestone
Collaborator
Collaborator

works for me... see attachment, compare settings with yours.

--------------------------------------------------------------------------------------
Technical 3D Graphic Artist
Autodesk 3dsMax 2015 - Service Pack 4
--------------------------------------------------------------------------------------
0 Likes
Message 3 of 13

Anonymous
Not applicable

Hi Blakestone,

thx, yes it worked in 3DSMax now, when i re-import it its not triangulated !

But when I import it to Softimage, it triangulates it again 😞

 

0 Likes
Message 4 of 13

blakestone
Collaborator
Collaborator

Many people are not aware that 3D Models are actually constructed using Triangle Faces. In the 3dsMax viewport it hides all these triangles and uses quads instead (which is what causes the confusion) simply to make modelling easier. You can view these hidden edges by disabling "Edges Only" in the object properties (see attachment).

 

I believe when 3dsMax creates the FBX file it includes all the triangle information used by other programs but also some unique to 3dsMax settings so when you import the FBX back into 3dsMax it will look the same as it was when you exported, however other programs will not be able to read this information and will just read the triangle face information.

 

I believe this is what's going on here... 

 

triangles.gif

--------------------------------------------------------------------------------------
Technical 3D Graphic Artist
Autodesk 3dsMax 2015 - Service Pack 4
--------------------------------------------------------------------------------------
0 Likes
Message 5 of 13

Anonymous
Not applicable

ok, thx for info.

0 Likes
Message 6 of 13

Anonymous
Not applicable

add an editable poly modifier to your mesh then export again. worked for me.

 

cheers

Message 7 of 13

Anonymous
Not applicable

Es debido a la opcion de preserved edges. Al importar luego en max no se nota, pero a Maya, si que te lo triangula el jodio. Simplemente dile que no lo haga.
Mira esta imagen adjunta donde lo explica

Message 8 of 13

Anonymous
Not applicable

Thank you very much @pablovelasco3d

That worked for me

0 Likes
Message 9 of 13

Anonymous
Not applicable
Accepted solution

just uncheck "preserves edge orientation" could be fine.

Message 10 of 13

Anonymous
Not applicable

thanks worked fine with unchecking edge preservation

0 Likes
Message 11 of 13

jibijib
Collaborator
Collaborator

Old thread but ...

 

Had a scene were it refused to export without triangulation.

Tried every option listed here, but nothing worked.

 

Tried exporting the object with either 'Edit Poly' or 'Turn To Poly' to FBX, then importing fbx into a new scene, and then exporting again.

 

The edit poly modifier - isn't the object already a poly object? Also Turn to Poly sometimes removes smoothing groups, so check. 😉

0 Likes
Message 12 of 13

Anonymous
Not applicable

Hey, everyone!

I had the same problem, that nothing listed in this thread was helping to avoid triangulation after exporting the mesh. Fortunately, I found out another option in the export properties:
Just change at "Current Preset" from "Autodesk Media & Entertainment" to "Autodesk Mudbox" to prevent triangulation.

quadrify_shot.png

Hope that helps somebody who tried out everything listed above and still have this problem.

 

 

 

Message 13 of 13

mvasquezeZFP8P
Community Visitor
Community Visitor

De todas las respuestas, esta es la que me hizo encontrar una solucion, en mi caso yo quiero exportar un modelo en fbx de 3ds a blender y me exportaba en quads pero me desaparecian algunas caras y no encontraba solucion, pero analizando esta respuesta pude encontrar la solucion a mi problema y lo que yo hice fue convertir el objeto en "Edit Poly" y luego añadir un modificador de "Turn to Poly" y en los parametros de turn to poly active la opcion de "Limit poligon size" y en Max Size si ya pones el valor que se asemeje a lo que buscas, aqui es un prueba y error. Esto ultimo de turn to poly me sirvio porque en mi caso sin activar esta opcion me exportaba en quads pero habian caras que no se exportaban ya que con el preserved edge las desaparecia y al desactivar preserved edge se me triangulaba el objeto o si tenia activada turbo smooth o somoothing groups desaparecian las caras, pero con lo de turn to poly me exporta perfectamente en quad y por lo general uso un valor de 4 en max size para que salgan todas las caras, pero ahi ya depende mucho del objeto, y la exportacion por defecto la dejo en media & entertainment sin mover nada.

solucion export quad.png

 

0 Likes