Page 1 of 1

How to control submeshes in 3DsMax?

Posted: Thu Oct 20, 2005 2:15 pm
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!

Posted: Thu Oct 20, 2005 2:31 pm
by celic
You should attach all your objects, and then export.

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

Posted: Thu Oct 20, 2005 2:32 pm
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?

Posted: Thu Oct 20, 2005 3:47 pm
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?

Posted: Thu Oct 20, 2005 7:22 pm
by ahmedali
I want to add my question; does smoothing groups causes different sub-meshes ?

Posted: Fri Oct 21, 2005 11:55 am
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

Posted: Fri Oct 21, 2005 1:53 pm
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?

Posted: Fri Oct 21, 2005 2:54 pm
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.

Posted: Thu Oct 27, 2005 12:18 pm
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?

Posted: Thu Oct 27, 2005 12:30 pm
by celic
Have you tried simply to export the mesh without converting it to editable mesh? At least this works for me :)

Posted: Thu Oct 27, 2005 1:16 pm
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?

Posted: Thu Oct 27, 2005 1:56 pm
by celic
I'm using 3dsmax 6, and maybe an older version of the exporter.
Anyway I'll check this.

Posted: Sat Oct 29, 2005 1:15 am
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??!?

Posted: Wed Nov 02, 2005 10:44 am
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.

Posted: Wed Nov 02, 2005 2:30 pm
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.