Gmax and 3DS use the same algorithms for welding ops, but I'm a little surprised that native 3DS content is giving you this problem- I've exported 3DS files from Rhino, and I've not had any problems.
That's not to say that I haven't had a few problems even with model exports from Rhino- I've had a few models that were just junk, and I had to throw them out, which sucks, but it's just part of doing business- now I make sure that my OBJ files (I usually export via OBJ so that I can use UVMapper to create the skins) are valid for export through the CMP exporter before I even bother painting up a skin- I just name the model and a Material, assign the Material to the whole model, and I'm done.
If I have serious problems with a model, I've learned several tricks... these things aren't applicable to polygonal models, but only to NURBS models:
1. If the model won't mesh right as one piece, split it in half. Then mesh the half and mirror it. I've found this fixes corrupted mesh problems 90% of the time.
2. Play with your mesh settings. Sometimes you can generate a valid mesh by moving the dials around, where before you were producing junk.
3. Sometimes... you just have to rebuild whatever part is causing the problem.
4. Sometimes... you need to rethink an area with complex curvature.
5. Avoid creating kinks or severe angles whenever possible- these things can cause geometry that's just fine for renders, but won't export to CMP.
So if you've labeled everything correctly, and you're still having problems... it's almost certainly an issue with the geometry. At least with 3DS, you have a full set of tools to unweld your model and check all of the polys out... good luck
Edited by - Argh on 11/27/2004 12:49:19 AM