CompuServe Thread

#ACAD to 3ds help

15 messages in this thread
#94109From: ED GROSSMar 29, 1994 12:13 AM
I am having problems converting complex DXF files from ACAD into 3ds. I forget the pbject unify, flip etc.. sequence. Could someone please help? Is there an easier way of isolating those "missing faces" withgout rendering quesswork? Is there a step missing in the ACAD export? I meshes the wireframes at solwdens of 8, and 8 subdivisions,s. I then exported with 16 decimal place accuracy, but I still get those missing faces. The accuracy of my modeling REQUIRES ACAD. So, anyone who has any ideas, let me know, thanks.
#94136From: Ted BoardmanMar 29, 1994 5:31 AM
The visibility of faces is related to the direction of creation in ACAD. CCW point picks will make a visible face. Either pay close attention when you create the model in ACAD or flip the faces in 3DS, there are no shortcuts that I'm aware of. Select as many visible faces as you can in 3DS then use Display/hide/face to narrow down the work.
#94137From: Phillip L. MillerMar 29, 1994 5:54 AM
Are you using AME? If so, the rules for AME models are different than for AutoCAD entities – you do NOT unify their normals upon import. As for other AutoCAD entities the variations vary for the variuos entity types and can get somewhat involved. What entity types are you exporting? The Counter-Clockwise rule for face building is "correct" but is only relevant for isolated faces. For those that build a mesh it is MUCH more important for EACH to share two vertices with the adjacent face – only then will faces unify correctly. Also, forget the 16-place DXF export. Binary is smaller, quicker, and just as accurate.
#94862From: ED GROSSMar 31, 1994 10:44 PM
Yes, I am using AME. I have found that if I do not unify normals, the object imports MUCH rougher. For some reason, smoothing does not work right. 1. Is there a way to import WITHOUT haveing to SOLMESH in acad first? (Takes SOOOOOO long.)
#94964From: yann bertaudApr 1, 1994 1:38 PM
>>1. Is there a way to import WITHOUT haveing to SOLMESH in acad first? (Takes SOOOOOO long.) Afraid not. However you can reduce the time it takes by solmeshing a bunch of solids at a time instead of all solids in one shot. I have a lisp routine somewhere that will mesh solids layer by layer. It scans the layer list, then grabs all the solids on one layer and meshes them. It then procedes to do the same to all the other layers. It works pretty well. I'll see if I can find it. I haven't used AME in a while. Yann Bertaud – VPG, Autodesk.
#94167From: Yost GroupMar 29, 1994 9:25 AM
In addition to what Ted and Phil said, we'll be shipping a new IPAS3 routine at the end of April that lets you visualize all the surface normals in an object with little arrow/vectors growing out of the faces. This'll let you see exactly what's going on with the model, and you can click on the vectors to flip the normals. (This is one of five things that optmiz.pxp does.)
#94197From: Phillip L. MillerMar 29, 1994 11:50 AM
Hey, OPTMIZ.PXP sounds like a great tool! What are the other four things it does ? (now that you've got our curiosity up <g>).
#94233From: Yost GroupMar 29, 1994 1:49 PM
OK, here's a list of what Optimize.pxp does (interactively): 1) Object (or selected face) tessellation, with edge tensioning for tessellation smoothing (at tension values of 25 or less). (This is exactly the same as Displace's tessellation.) 2) Mesh optimization, similar to Displace, but with an additional Bias control for keeping faces from becoming "slivery". 3) Face Normal visualization and modification, with the ability to "grow" surface normals from faces and manually click on them to flip them. (Unify, Flip Element, and Flip Object are also there for convenience). 4) Text embedding into objects so you can keep notes with each individual object. This uses the F11 Text Editor as an integrated component within Optimize. and, most importantly… 5) Mesh Extracting and Embedding, so you can embed different- res versions into your object for MSHRES.AXP to extract and use at render-time. (ie, use a simple version in the Ed/KF, and then at render-time automatically use the hi-res version)
#94313From: Phillip L. MillerMar 29, 1994 6:40 PM
Sounds like a great utility! Abbilities 1 & 5 eliminated two of my wishlist items, and number 4 is one I never even considered for 3DS (sounds kinda like an AuotCAD block attribute of sorts). Looks like the text editor is going to have a use after all <g>. – Phil
#94218From: CSA/CAMar 29, 1994 1:15 PM
Can you also set the length of the arrows in optmiz.pxp, as per Wavefront?
#94227From: Yost GroupMar 29, 1994 1:42 PM
Absolutely. – G
#94404From: M. G. BATCHELORMar 30, 1994 12:43 AM
Wow, now that's a useful routine, as long as you can adjust the length of the normal vector. You've apparently been noticing things in SGI-land <g>. Is this still part of the 2 disk collections ? BILL
#94484From: Yost GroupMar 30, 1994 10:05 AM
Sure is. – G
#94864From: ED GROSSMar 31, 1994 10:45 PM
Looking forward to it. How much will the new package run?
#94870From: Yost GroupMar 31, 1994 11:53 PM
Optimize, along with Tempo, Keyman, Hedra2 and Displace will be part of a $300 collection. – G