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poly reducer
Posted: Tue Apr 10, 2007 5:27 am
by darksmaster923
is there any free poly reducers or a milkshape plugin for one
Posted: Tue Apr 10, 2007 6:00 am
by jonas
I believe milkshape has some sort of poly reducer but if I remember right the model doesn't look that great when its done...
Posted: Tue Apr 10, 2007 6:09 am
by darksmaster923
wat is it?
Posted: Tue Apr 10, 2007 7:02 am
by zany_001
poly reducers will generally be not very useful,because they dont know the effect you are looking for,and can take the wrong polys very easily
Posted: Tue Apr 10, 2007 12:49 pm
by psYco
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.

Posted: Tue Apr 10, 2007 2:09 pm
by Spyrewolf
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
Posted: Wed Apr 11, 2007 12:41 am
by darksmaster923
im making LOD meshes and the DirectX mesh plugin is exactally wat im looking for, cept that it deletes bones
Posted: Wed Apr 11, 2007 12:57 pm
by Jay
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.
Posted: Wed Apr 11, 2007 4:17 pm
by QuestOfDreams
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.
Posted: Wed Apr 11, 2007 5:40 pm
by Jay
Ah yes. You're right. I forgot about the asigning of the vertices.
Posted: Fri Apr 13, 2007 2:31 am
by darksmaster923
well i just readded the bones and reassigned vertices.