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Quadifying a Delauney triangle mesh - Possible?

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Message 1 of 5
jftupper
1368 Views, 4 Replies

Quadifying a Delauney triangle mesh - Possible?

jftupper
Participant
Participant

My client just informed me that multiple clothing items created with Garment Maker and Cloth modifiers need to be converted to all quads. Quadify Mesh modifier creates quads and lots of tri's. HSDS modifier on top of modifier stack that contains cloth and garment maker crashes MAX 2016. Collapse of the stack to Polygons, then HSDS modifier and selecting "force quads" still crashes MAX 2016.

 

Is there any solution to fully quadifying a DeLauney triangle mesh?

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Quadifying a Delauney triangle mesh - Possible?

My client just informed me that multiple clothing items created with Garment Maker and Cloth modifiers need to be converted to all quads. Quadify Mesh modifier creates quads and lots of tri's. HSDS modifier on top of modifier stack that contains cloth and garment maker crashes MAX 2016. Collapse of the stack to Polygons, then HSDS modifier and selecting "force quads" still crashes MAX 2016.

 

Is there any solution to fully quadifying a DeLauney triangle mesh?

4 REPLIES 4
Message 2 of 5
RGhost77
in reply to: jftupper

RGhost77
Advisor
Advisor

- If cloth object contains animation, you can make quad mesh and using SkinWrap attach to garment objects.

- Same can be done through uvw <-> mesh transfer (using scripts such as http://www.scriptspot.com/3ds-max/scripts/uv-to-mesh ; )


Royal Ghost | veda3d.com
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- If cloth object contains animation, you can make quad mesh and using SkinWrap attach to garment objects.

- Same can be done through uvw <-> mesh transfer (using scripts such as http://www.scriptspot.com/3ds-max/scripts/uv-to-mesh ; )


Royal Ghost | veda3d.com
Message 3 of 5
jftupper
in reply to: RGhost77

jftupper
Participant
Participant
There is no animation. The hope was a simple, clean conversion from tri's to
quads. Using Skin-wrap requires creating another similar clothing model but
from quads, then using the original model to deform the new quad model by
moving the original into the quad version like a collision object. It sort
of works, but is not optimum.
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There is no animation. The hope was a simple, clean conversion from tri's to
quads. Using Skin-wrap requires creating another similar clothing model but
from quads, then using the original model to deform the new quad model by
moving the original into the quad version like a collision object. It sort
of works, but is not optimum.
Message 4 of 5
Anonymous
in reply to: jftupper

Anonymous
Not applicable
Accepted solution

No completely automatic solution will give you a clean proper quad mesh.

 

Even the best algorithms these days require some kind of user guidiance by directing the edge flow:

https://www.youtube.com/watch?v=U6wtw6W4x3I

 

http://igl.ethz.ch/projects/instant-meshes/

 

edit: Just saw they provide source and binaries for their standalone application. Maybe it`s worth a try?)

 

 

 

 

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No completely automatic solution will give you a clean proper quad mesh.

 

Even the best algorithms these days require some kind of user guidiance by directing the edge flow:

https://www.youtube.com/watch?v=U6wtw6W4x3I

 

http://igl.ethz.ch/projects/instant-meshes/

 

edit: Just saw they provide source and binaries for their standalone application. Maybe it`s worth a try?)

 

 

 

 

Message 5 of 5
jftupper
in reply to: Anonymous

jftupper
Participant
Participant

Good to know. Thanks for the confirmation. I'll take it in another direction. - JT

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Good to know. Thanks for the confirmation. I'll take it in another direction. - JT

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