poly reducer
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
I believe milkshape has some sort of poly reducer but if I remember right the model doesn't look that great when its done...
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
I agree with zany, although if your using it for LODs they CAN be rather helpfull, they can also take a few polys off and dont look too bad especially when using organic objects, milkshape can do this by using the plugin that comes with it called, w8 um i forget ill go check... oh yeah okay you go TOOLS --> DirectX Mesh tools, it works pretty well can can also add more pollys. 
My Deviant Art - http://black-crusader.deviantart.com
I agree with zany if you reduce the poly's you have by hand you'll get better results in milkshape just select the two nearest point and weldem together thats the best way ofr educing poly's in milkshape, however milkshape does have a very good reducer without any noticeable deformations use the option found under
Tools->Clean. however after you do this select all you vertex's and re-weld. because it unweld every point on your model, i only use this option if i have already textured the model because it automatically fixes the inconsistancies, you can't get this effect by weldding points cos it messes up your UV's
Tools->Clean. however after you do this select all you vertex's and re-weld. because it unweld every point on your model, i only use this option if i have already textured the model because it automatically fixes the inconsistancies, you can't get this effect by weldding points cos it messes up your UV's
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
It may still work, but i am not sure.
I once read somewhere that when using LODs, animations are taken from the main actor, when LodAnimation in EnvironmentSetup is disabled. (normally the case) Maybe the skeleton is taken from the main actor too.
When you try it, please inform us if it worked.
I once read somewhere that when using LODs, animations are taken from the main actor, when LodAnimation in EnvironmentSetup is disabled. (normally the case) Maybe the skeleton is taken from the main actor too.
When you try it, please inform us if it worked.
Everyone can see the difficult, but only the wise can see the simple.
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- QuestOfDreams
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No, that won't work. Although LOD actors can use animations of the normal actor (if they have the same bones), they need to have their vertices asigned correctly to the skeleton. There's no other way the program could know which vertex to move with which bone. LOD actors are pretty similar to 3rd person weapon actors regarding this.
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA