Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3D General / Off Topic / Maya to Max triangulation issues - Okino workaround?
  RSS 2.0 ATOM  

Maya to Max triangulation issues - Okino workaround?
Rate this thread
 
49416
 
Permlink of this thread  
avatar
  • tlear0412
  • Posted: 14 November 2010 01:20 PM
  • Total Posts: 2
  • Joined: 31 December 2007 03:15 AM

Hi everyone.

Short, sweet and to the point. Given that aforementioned Maya to Max FBX or OBJ conversion of poly meshes always results in triangulation, is it worth my while to purchase and learn Okino Polytrans as a workaround, to avoid these sorts of screwed-up meshes?

Failing that, any other solutions? Thanks!

I’ve been trying to convert meshes all morning and am banging my head on the keyboard as I type this - AARGH!!! A search of other forums and threads reveals lots of other people facing the same problem, but apparently no native Autodesk solution is out there.....



Replies: 0