

But a Polygon in mathematical terms doesn't have to be regular, so some more information about what you want to count would be helpful.įor something that checks some of those things, look at MakeMore.lsp with its MM command, here. It could be made more sophisticated, to check each one as to whether its segments are all the same length, and none of them arc segments, and its vertices all the same distance from its center of gravity, if you need to count only regular Polygons. Just a more complicated mesh.Does AutoCAD 2017 have a polygon counter? I need one for my current project.Ī routine could easily be written to count all closed LWPolylines, if that's enough of a determinant for you. I did it once with a cube and it worked but I am not entirely sure what I did to make it work that was any different than this situation. It has nothing to do with 'repeat' or 'clamp' in the texture import because I am doing that and still no dice.Ĭan anyone help with this ridiculously simple problem? I am 90% sure it's something in Unity as Cheetah is baking and exporting the textures just fine. It has to be something stupid I am not doing. But no matter what I do, when I try to import this png as a texture or a material or click and drag it onto the mesh or whatever, I get this. The auto-importing materials did not work as I was expecting to use the baked mesh texture I had created and saved to a png file. I cleaned up my model, so that it was just the single tank mesh and imported it into Unity.

After clicking the Bake icon (the oven, next to Render) I waited twenty minutes and got this. I selected Bake Texture from the Render menu and clicked "Baking UV Coords" in the left menu that popped up. The Import Children command copied all the objects on top of one another but with none of their materials (this is okay). otherwise the rounded edges would be lost. I also had to make the polygonal objects editable to collapse their meshes from Subdivisions, etc. I dragged all the objects under the main Tank cylinder just like it was a group. The textures are all set.įirst things first I had to combine all the objects into one mesh, using Import Children. Here is my object as rendered in Cheetah. this has turned out to not quite be the case. I specifically chose Cheetah for modelling because I thought it was easy to import objects into Unity. jas file, and have one less file to get lost or out of sync. But I'd much prefer to just use the texture which must be inside that.
#GROUP SELECT IN CHEETAH3D HOW TO#
If I could figure out how to export textures from Cheetah3D (which has so far also stumped me), I'm sure I could just load that into my Unity project as a separate file, and hook it all up within Unity. When I select the geometry "mesh" in Unity, there is a material component called SKINDOLL attached.
#GROUP SELECT IN CHEETAH3D PLUS#
When I twist open the model file in Unity, I see the Mesh and Avatar created (as I understand it) by the Unity importer, plus two other objects, which correspond to objects I see in Cheetah3D: one "mesh" (which is what I named the geometry), and one "root" (the root node of the rigging). jas format) in one of my Unity project folders, and examine it in Unity, it has just the smooth gray look (no texture). I have a nice ragdoll model that I bought from Turbosquid, and it has a great plaid texture map that appears just fine in Cheetah3d. I've just gotten Cheetah3D, and learned that Unity can read its native file format (.jas) directly, which is awesome. How do I load a textured model created in Cheetah3D into Unity, such that it retains its texture? Please forgive the terribly noobish question:
