Skip to main content

I've read many times that triangles should be avoided in meshes, toomeshes; to give one reference: "Introducing Character Animation with Blender by Tony Mullen" says that equilateral triangles work fine as long as you don't deform them. It It seems to be common in game development that the models are triangulated.

  • What issues are introduced by using triangles?
  • Does the same apply for n-gons?

I've read many times that triangles should be avoided in meshes, too give one reference: "Introducing Character Animation with Blender by Tony Mullen" says that equilateral triangles work fine as long you don't deform them. It seems to be common in game development that the models are triangulated.

  • What issues are introduced by using triangles?
  • Does the same apply for n-gons?

I've read many times that triangles should be avoided in meshes; to give one reference: "Introducing Character Animation with Blender by Tony Mullen" says that equilateral triangles work fine as long as you don't deform them. It seems to be common in game development that the models are triangulated.

  • What issues are introduced by using triangles?
  • Does the same apply for n-gons?
Question Protected by iKlsR
Tweeted twitter.com/#!/StackBlender/status/379625802004201472
edited tags
Link
iKlsR
  • 43.7k
  • 12
  • 157
  • 190
The title is too general, but the question hints this is for character animation.
Link
ideasman42
  • 48k
  • 10
  • 144
  • 226

Why exactly should triangles avoided intriangle meshes be avoided for character animation?

Source Link
stacker
  • 38.9k
  • 31
  • 144
  • 245
Loading