29-07-17, 18:47 | #311 | |||
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Joined: Mar 2012
Posts: 3,741
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I see. Well, as long as it is just an option I guess it's good. I mean, as the last revision includes a shortcut for swapping vertices, it makes sense to me to have the points number displayed, so you can do it even faster. |
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29-07-17, 20:40 | #312 |
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Joined: Apr 2005
Posts: 9,208
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I too missed the update... No idea how
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03-09-17, 16:20 | #313 |
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Joined: Aug 2008
Posts: 12,070
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Still testing newest STRPIX and I just can't stress it enough how great it is to have so many imp/exp options. Simply amazing.
Also, it seems the FBX imp/exp is the best so far when it comes to 3ds max support. There's just one tiny problem. It seems the materials are messed up a bit (rotated and flipped I think) when you use FBX import. Not sure when this occurs exactly, but it would be absolutely amazing if it was somewhat fixed or if there was a button to automatically flip textures(like with MQO in the older versions). Not a big deal though. |
05-01-18, 05:50 | #314 |
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Joined: Apr 2003
Posts: 562
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Hi again
Ive got a problem when importing my object (.obj) I know it has been imported cause textures appear, but i cant see my object as if it were way too small/big. Even with camera center i cant find it What should I do ? |
06-01-18, 01:14 | #315 |
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Joined: Sep 2007
Posts: 1,684
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I think your model is too small.
Under the 3D view the size is reported. If it is 0, 0 , 0 then the object is small. If the size is big numbers (millions) then the object is too big. StrPix imports as one to one so maybe you have to scale your object first to TR coordinates. |
06-01-18, 04:19 | #316 |
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Joined: Apr 2003
Posts: 562
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In fact my object was 780 vertices... i guess it was the problem
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06-01-18, 14:02 | #317 |
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Joined: Jul 2003
Posts: 33,359
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STRpix can handle 780 vertices. No problem.
So my guess would also be the size. |
06-01-18, 19:04 | #318 |
Member
Joined: Apr 2003
Posts: 562
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Ok ill see that.
1.Btw when importing with 'import other 3D format", no problem to get textures indeed. (I could import some .obj files) 2. But why not make textures load with the object when choosing "Import MQO" ? Cause all objects I made are saved in MQO format as I don't have the registered version of Metasequoia. (same for many builders i guess) And Misfit3D doesnt load MQO, so I cant convert them Could strpix handle MQO + Textures ? |
06-01-18, 19:50 | #319 |
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Joined: Jul 2003
Posts: 33,359
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Yes, Strpix has an import MQO function.
As well as an export MQO function. I always use MQO because when making small changes or combining objects, the texturing stays intact. |
06-01-18, 22:01 | #320 |
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Joined: Apr 2003
Posts: 562
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No, what i mean is when importing an MQO object for the first time, its texture wont import, i will have to separately import a texture then manually apply it to the obect...
I wanted to know if it were possible to import the UVMapped MQO object (i know it is possible with the other formats, but with the MQO import, texture is left away :/ ) |
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