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Topics - probiner

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This script repo

Has allowed people to do quick I/O between apps without paying file management price. Check the demo videos.
I was wondering it someone here could contribute to make it work with Meshmixer!

Another consideration is that maybe operations that don't alter the topology configuration but just move it around could export out the model back to it's original polygon configurations (for example, quads). But this another topic.

As of now it would just be nice to have this quick IO possible with in MM.

Gallery / Golem
« on: June 06, 2011, 04:01:30 PM »
Trying to make this for a job test.
Still adding coarse detail to it. (having some issues with droping parts, that cause crash) Fine detail will come later.


Bug Reports / Convert OBJ to Part. Drop Part. Crash!!!
« on: June 05, 2011, 09:19:53 AM »
Need help. Try to convert the attached object into a part. Then apply it to a bunny or whatever. It crashes me all the time.
Using meshmixer 6. Ty for any hints.


Wish List / Selections from OBJ
« on: May 23, 2011, 01:29:24 AM »
some selections can be easily done in the main 3D App better than in meshmixher.
This would speed up some works instead of painting selections. I don't know what OBJ data could be used to it... Materials? Vmaps?

Also saving selections and loading them back with boolean operators is a great time saver.


General Discussion / UV maps
« on: May 22, 2011, 06:29:01 PM »
Hi, first of, thanks for this app.

I find it having unique or smart features.
I would like to point smoothing boundary, brush size being 3D related and not screen related and several smoothing operations great plus for this app.

I am trying to do some operations like Boundary Smoothing that won't change the object topology and then bring it back to my main app, Lightwave.

Thing is, i input quads and ngons and i get triangles back. I could tackle this if the UV remained intact, but it doesn't. All points are are -500 U and -500% V when i open the exported obj back in modeler. Why?

Thank you

EDIT Also tryed with wings3D and the discontinous points are the issue. The whole UV was well not a -500 U and V, but the points of seams were only in a single location making the UV bad. So how to prevent this?

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