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detecting turned edges when exporting from Max
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  • mynewcat
  • Posted: 17 November 2010 04:47 AM
  • Location: Bristol
  • Total Posts: 7
  • Joined: 23 August 2006 03:39 AM

I keep getting the following errors when exporting from Max using the latest 201 FBX plugin:

“The FBX Plug-in has detected turned edges on Editable Poly objects. In order to preserve these edges, the plug-in has triangulated these Poly objects into Editable Mesh objects. “

I am creating my models in a very simplistic way - I don’t see why I keep being told I have turned edges.

How come I can export using the OBJ exporter correctly, keeping my quads, then import that into Maya and then mesh smooth it correctly, but I can do that with FBX?

Even when I collapse down to a editabole poly or even an editable mesh I still get told I have turned edges.

That wouldn’t be so bad in itself, but why does it then have to triangulate it



@JD3D_CGI

Bristol based 3D CGI artist and animator.

Bristol · http://www.jd3d.co.uk

Replies: 1
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Hi,

I had this problem as well with Mudxbox 2011 <-> Max 2010. What fixed it for me was updating to the newest version of the FBX exporter, v2011.3.1

http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855

You might also try the STL Check modifier to find problematic geometry, I’ve had to use that for the esoteric ‘rats nest detected’ error.

UPDATE:

Sorry, I’m still getting this actually, though not on the same objects. I imported an FBX of the tyrannosaurus base mesh from Mudbox 2011, split it down the middle and added a Symmetry modifier to rough out some extra areas.

After collapsing, my FBX export fails and I wind up with all tris in Mudbox. The object is all quads, no ngons to start with though. Not sure what I’ve done to these mysterious edges.

Very annoying.

best;
-green

Author: green PDX

Replied: 18 December 2010 05:32 PM  
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best temp solution: export as Obj it will also retain max uv’s

MM



Replies: 1
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hey man
here I had the same problem
I exported to obj and imported again and didn’t work
BUT
I saw 2 polygons in my model agreeing five vertices. just del them, and voilla ! FBX export cool !

Author: conradost

Replied: 04 March 2011 03:11 AM