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	<id>https://wiki.animationmaster.com/index.php?action=history&amp;feed=atom&amp;title=Model_Import</id>
	<title>Model Import - Revision history</title>
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	<updated>2026-04-30T04:22:43Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.animationmaster.com/index.php?title=Model_Import&amp;diff=2139&amp;oldid=prev</id>
		<title>Mouseman: New page: =Importing a model=  A:M's splines are in most cases superior to triangles or straight polygons.  However, trying to import a polygon-based model poses its own challenges.  ==3DS== ([http:...</title>
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		<updated>2011-09-22T23:27:36Z</updated>

		<summary type="html">&lt;p&gt;New page: =Importing a model=  A:M&amp;#039;s splines are in most cases superior to triangles or straight polygons.  However, trying to import a polygon-based model poses its own challenges.  ==3DS== ([http:...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Importing a model=&lt;br /&gt;
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A:M's splines are in most cases superior to triangles or straight polygons.  However, trying to import a polygon-based model poses its own challenges.&lt;br /&gt;
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==3DS==&lt;br /&gt;
([http://www.hash.com/forums/index.php?showtopic=40578&amp;amp;view=findpost&amp;amp;p=357119 Source]) If you have 3ds MAX, Import it into there first, highlight the whole model and right click - convert to - editable poly.&lt;br /&gt;
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Then go to Geometry and select quadrify all.&lt;br /&gt;
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Export as an .obj and select Quads in the exporter&lt;br /&gt;
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Import in to A:M and while you'll have to fix parts it shouldn't need anywhere near as much as it would if you'd imported a .3ds made of triangles.&lt;/div&gt;</summary>
		<author><name>Mouseman</name></author>
		
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