How to control submeshes in 3DsMax?

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Alexis
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How to control submeshes in 3DsMax?

Post by Alexis »

As it discovered(discovered for me) in topic:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=14020
Today FPS models are one material, one submesh, and less bones possible, and around 1k tris.
So, does anybody knows how to control number of exporting submeshes in 3dmax?
Even when I convert my object to editable mesh it still can be exported with several submeshes!
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celic
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Post by celic »

You should attach all your objects, and then export.

You should search the forum, because it was discussed so many times.
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Post by Falagard »

A mesh will always be exported to different sub meshes if it has multiple materials. If you create a single material (a single texture applied to the entire mesh) then it should be exported as a single mesh.

Is that what you're doing and it's still exporting to multiple sub meshes?
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Alexis
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Post by Alexis »

Thanx for advice.
Is that what you're doing and it's still exporting to multiple sub meshes?
1.I created several teapots,boxes etc.
2. Attached them one to another (to obtain one model).
3. Converted it to editable mesh.
4. Applied material to it.
5. Exported it.
Image


And obtained one mesh with several submeshes:
Image

Maybe I do somethig wrong?
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Post by ahmedali »

I want to add my question; does smoothing groups causes different sub-meshes ?
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Alexis
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Post by Alexis »

You should search the forum, because it was discussed so many times.
Sorry, I can't find anything that can be interpreted as answer to how to control number of exported submeshes. Can you post a link here?

A mesh will always be exported to different sub meshes if it has multiple materials.
I have made this simple experiment:
  • Created simple box in 3dsmax.
    Converted it to editable mesh.
    Applied some simple material.
    Exported it.
And there are 6 sumbmeshesh! :evil:
Image
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celic
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Post by celic »

Quote:
You should search the forum, because it was discussed so many times.

Sorry, I can't find anything that can be interpreted as answer to how to control number of exported submeshes. Can you post a link here?
sorry, I missunderstood your question from the start. Now it's clear to me which is your problem.

I guess you use the Octopus exporter :roll:
did you tried to use the ogre exporter?
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Alexis
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Post by Alexis »

I guess you use the Octopus exporter
Yes you right - now I'm using Octopus.
did you tried to use the ogre exporter?
Thanks, I'll try - maybe it will solve the problem.
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Post by Alexis »

I removed Octopus, installed Ogre exporter and repeated that experiment. So, the same sh#t. :evil:
Simple experiment. You can repeat it:
  • Create simple box.
    Convert it to editable mesh.
    Apply material.
    And obtain 6 submeshe!
Does anybody have any guesses on this subject?
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celic
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Post by celic »

Have you tried simply to export the mesh without converting it to editable mesh? At least this works for me :)
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Alexis
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Post by Alexis »

celic wrote:Have you tried simply to export the mesh without converting it to editable mesh? At least this works for me :)
But I failed. :(
I have 3DsMax7 and I downloaded exporterhere.
Are you sure that you have 1 submesh?
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Post by celic »

I'm using 3dsmax 6, and maybe an older version of the exporter.
Anyway I'll check this.
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Post by Therion »

I have just found the same fu*** problem... in the xml appears that the exporter divides the cube in 6 submeshes, after creating a simple cube and putting a simple material... even without transforming it to editable mesh.

wtf??!?
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Post by jfaust »

I'm also having this problem. Has anyone found a solution?

[Edit]
Ok, I found the solution. In the ogrenew/Tools/3dsmaxExport/Docs directory there's an html file (index.html) that will tell you sortof how to do it. Essentially, instead of just creating a material and dragging it onto a box, you need to create a multimaterial that only has one submaterial, and assign all the faces of the box to that submaterial.
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Post by DrPain »

On a similar note, I've gotten some models from TurboSquid that had multiple material IDs assigned to various faces, and this causes multiple submeshes as well.
To fix this, go to the modifier tab, select faces, select all your faces, and assign a single material ID under the Surface Properties group.
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