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3DS Max 7 - Vertices split (breaks) on import?

Posted: Sun Jan 20, 2013 3:28 am
by Swaffy
It seems like when I export a model, the file size is normal and there is a normally low poly/vertices count. But when I import the model, the number of vertices is multiplied by about around 4 (or more!) and the overall file size after being saved again is about 4 times larger.

For example, I select a vertex on the corner of an object. The program tells me that one vertex is selected. I save the model. Later, I import the model back into 3DS Max to edit the model. I select that same vertex, but the program says there are 3 vertices selected. So apparently there are multiple vertices in the same spot that used to be just one vertex.

Like using the "Break" function on a vertex, the opposite of the "Weld" function on vertices.

It seems as if 3DS Max splits the faces when importing, and you have to re-weld each vertex. This is terrible for file size, because there are multiple times more vertices on the model than before.

Example image:
Image

How can this crap be fixed? I read somewhere that it could be because of Optimization. Could it be the BSP Optimization option that's doing this? What does the BSP Opt even do?

Re: 3DS Max 7 - Vertices split (breaks) on import?

Posted: Mon Jan 21, 2013 7:29 am
by Swaffy
I figured it out. How? Hell do I know. But this is what I found (without the help of Google, w00t!)

This was done in 3DS Max 7.

- Open 3D model, select the model you want to change;
- Go to the Utilities tab;
- Click "Reset X-Form" then click "Reset Selected";
- Go to the Modifier tab; (Notice the "XForm" modifier on the list)
- In the Modifier drop-down list, select "Vertex Weld" (near bottom of list)
- Make the threshold value "0.0". (Notice the difference in the normals [the shading] on the model)

Optional:
- Right-click the "Weld Vertices" Modifier, click "mergeAll".

I think this is the solution. I don't know. But it looks like it.

Image

Re: 3DS Max 7 - Vertices split (breaks) on import?

Posted: Tue Jan 22, 2013 1:26 am
by Apache Thunder
I rarely use the modifier tab to vertex weld it. Usually I go and select all the vertexes, then scroll the right side pane down till I find the weld button. I usually set the threshold to 0.001.

BF42 meshes are stored with the vertices not welded together. With the exception of the collision meshes. Welding them won't really do much since they aren't stored welded so rewelding them won't effect file size unless you made a brand new mesh from scratch and will be exporting it for the first time. Unless the faces were spaced part more like in that example image since in most case they are so close together that you would not be able to see the gaps in the faces. Usually I don't bother welding the mesh unless I have to do anything smoothing group related. In your case, the gun's smoothing groups aren't what you want, thus welding them adds smoothing groups back to the mesh. As such, it's a good idea to fix the smoothing groups after welding the mesh as the smoothing groups are almost always destroyed by the process. There is a modifier you can use if you wish to stick to using modifiers. I believe it's simply "Smoothing" or something. Don't recall the exact name, but it should be easy to spot. You can use different angle thresholds if you find certain areas not getting smoothed properly.

Re: 3DS Max 7 - Vertices split (breaks) on import?

Posted: Tue Jan 22, 2013 5:11 am
by Swaffy
That clears up a few things for me, I knew there must be a simpler way to do it. I rarely [more like never] use modifiers so I was hoping to find a different procedure.

I also remember the program crashing when saving the model when the vertices weren't welded. So I welded them and the program saves without any problems, even for my higher-poly models such as my 870 and an M14. Also, welding the vertices helps when using Element to select shapes within an object.

Much appreciated. :]