Hi
I notice that when ever exporting model/characters generated in programs like PoserPro, or DAZ Studio into 3dsmax, the models always produce STL check errors. Are these models left un-welded to keep people from using them in games? Or are these erros not an issue in regards to meshes? I've always known unreal to not like brushes that are left open, but does this rule apply to meshes?
by the way, I just wanted to export a character from DAZ studio, just to have something to practice animation on. The characters import into max fine, but as I said, there are like 200+ STL errors, and these are default models/characters that came from DAZ, (I didn't edit these character meshes is what I mean).
Thanks
I notice that when ever exporting model/characters generated in programs like PoserPro, or DAZ Studio into 3dsmax, the models always produce STL check errors. Are these models left un-welded to keep people from using them in games? Or are these erros not an issue in regards to meshes? I've always known unreal to not like brushes that are left open, but does this rule apply to meshes?
by the way, I just wanted to export a character from DAZ studio, just to have something to practice animation on. The characters import into max fine, but as I said, there are like 200+ STL errors, and these are default models/characters that came from DAZ, (I didn't edit these character meshes is what I mean).
Thanks
Last edited: