truePlay2 Can't handle non-triangulated meshes

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3dvisuals dude
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truePlay2 Can't handle non-triangulated meshes

Post by 3dvisuals dude »

I just discovered something about truePlay....

I went to FrooServer using trueSpace, everything was cool and normal.

Then I went there using truePlay and woah, lol.....

there are two meshes at FrooServe which were never triangulated, which for trueSpace Worskpace side is no issue at all now, but in truePlay any mesh that is not triangulated is invisible and intangible!

One of those cool Apogates.. the Apogate 1 has a special effects field which is not triangulated.. works in truePlay and trueSpace, but is invisible in truePlay!

And the new "QuinTopia" mesh, which is one large group of submeshes? Works and looks great in trueSpace, and is invisible and undetectable in truePlay!

LOL.... guess they had one more surprise for us when they released truePlay! :P

The downside of course is that triangulating these meshes may lead to a massively higher filesize for the QuinTopia Scene in particular, in fact triangulating a mesh that complex may well result in a filesize unusable in shared space even if saved as a RsRcd file, we will have to try that and see.

I am not looking forward to having to re-texture that whole mesh, that was a bear timewise, Is there a one-click mesh triangulation feature in trueSpace that I am not aware of yet?
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Morion
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Re: truePlay2 Can't handle non-triangulated meshes

Post by Morion »

I had a similar experience. I developed a rock matrix and added some crystal forms to it - these had been developed by secondary programs. In TrueSpace7.61 (Rosetta) everything was fine. Opened the same scene in Trueplay2 and half the crystals disappeared. I just assumed that TruePlay had some sort of limit on the number of objects in a group, but now I can see what the real reason is!! Good to know, and something to look out for in the future as I often use external modelling programs. :)
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clintonman
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Re: truePlay2 Can't handle non-triangulated meshes

Post by clintonman »

3dvisuals dude wrote:...


The downside of course is that triangulating these meshes may lead to a massively higher filesize for the QuinTopia Scene in particular, in fact triangulating a mesh that complex may well result in a filesize unusable in shared space even if saved as a RsRcd file, we will have to try that and see.
....
It probably won't make any difference in file size at all. Workspace is natively all triangles.

Yep, just did a test of quad vs tris and the file size was the same, so we just have to remember to make triangulated items for shared space.
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3dvisuals dude
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Re: truePlay2 Can't handle non-triangulated meshes

Post by 3dvisuals dude »

Thanks guys, great news! :D
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noko
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Re: truePlay2 Can't handle non-triangulated meshes

Post by noko »

ahhh, so the the question is how does one make sure one mesh is triangulated in tS? Is that the make quad option? Optimize triangulation?
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Re: truePlay2 Can't handle non-triangulated meshes

Post by 3dvisuals dude »

noko wrote:ahhh, so the the question is how does one make sure one mesh is triangulated in tS? Is that the make quad option? Optimize triangulation?
Not sure how to triangulate inside trueSpace, but to test whether an object or scene is triangulated just load it in truePlay... if you can even see it at all, it is triangulated! lol

If you cannot, then the odds are it was created (as mine were) outside trueSpace and imported into trueSpace. In that case just set the triangulation in the modeling program where it was created or in the export dialog options for that program before importing into trueSpace. :)
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