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« on: July 27, 2012, 04:11:48 PM » |
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A thing that's plagues us hackers. TO rig your model all nice and shiny, just to find it it has to many polys. Pro optimizer has always been a good way to lower that but it destroys a rig making all your hard work go to waste. I found out (By complete accident at that) how to stop it from destroying your rig, while lowering the polycount
I'll be using a rig I'm working on, UMvC3 Zero on a custom bone treeObviously to high to play in brawl without lag But alas! I have a solution. First go to you model in max, obviously, and pose it. Any pose will do, just make sure a good amount of bones are moved (At least two for each separate object your optimizing). For Zero I did thisNow TURN OFF AUTOKEY! (I've forgotten to, not a good idea) and do as your normally would hit the pro optimizer optionNotice I turned on the poly and vert count over there in the corner, now you'll know this is true Anyway Pro optimize that suckerTA-DA! But were not done yet. Move the Pro Optimizer under the skin modifierYes I know it reverts back to normal. Simply click the modifier, and hit calculate again. Then go back to the skin modifierBAM! Now export that sucker and enjoyCompare for yourselfOh and if you forget to turn off autokey like I did (Or if you try and remove the pro optimizer) >_> You end up with thisAnd remember! All models have limits .-.
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« Last Edit: July 27, 2012, 10:44:16 PM by PervyTHEshadow »
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« Reply #1 on: July 27, 2012, 04:34:42 PM » |
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Could Pro optimzing the model too many times lead to a bad thing?
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #2 on: July 27, 2012, 04:42:03 PM » |
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All models have limits .-.
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« Reply #3 on: July 27, 2012, 04:45:04 PM » |
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Oh I see what you mean, just like you said with Lightning.
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #4 on: July 28, 2012, 10:06:39 AM » |
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lol, i gotta love the errors
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« Reply #5 on: July 28, 2012, 08:06:58 PM » |
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Ohh. I've needed this. Thanks!!!
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« Reply #6 on: August 01, 2012, 01:00:45 PM » |
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Great! No more re-do Skin
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« Reply #7 on: August 01, 2012, 08:54:11 PM » |
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Question: What do I do when the Pro optimizer screws with the model's normals?
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« Reply #8 on: August 01, 2012, 09:13:17 PM » |
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Question: What do I do when the Pro optimizer screws with the model's normals?
I think there's a keep normals option but just redo the normals and shove them under the skin modifier like you did with the prooptimizer
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« Reply #9 on: August 29, 2012, 06:36:08 PM » |
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Couldn't you prevent yourself from losing the rigging by using the Pro Optimizer before rigging the model?
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« Reply #10 on: August 29, 2012, 06:44:39 PM » |
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Couldn't you prevent yourself from losing the rigging by using the Pro Optimizer before rigging the model?
Well obviously. Does that even need to be said Though a higher poly model is much easier to rig, and it seems to optimize itself around said rig if you do it after. Ya know, conveniently and [censored]
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« Reply #11 on: August 29, 2012, 06:48:41 PM » |
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Well obviously. Does that even need to be said Though a higher poly model is much easier to rig, and it seems to optimize itself around said rig if you do it after. Ya know, conveniently and [censored] I just thought that, since there exists a tutorial on how to not lose the rigging when using the Pro Optimizer, that nobody had thought of doing that before.
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« Reply #12 on: August 29, 2012, 06:49:58 PM » |
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Meh, sometimes you think you did it enough just to find your still getting lag ya know? It happens. And if your like me you forget to do it before from time to time
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« Reply #13 on: October 04, 2012, 09:58:18 PM » |
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Found out new info. The more bones ya bend when prooptimizing the rig, the more the optimization minds the rig, so try and bend every bone ya need when doing it
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« Reply #14 on: October 05, 2012, 08:48:06 AM » |
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Found out new info. The more bones ya bend when prooptimizing the rig, the more the optimization minds the rig, so try and bend every bone ya need when doing it
thats real usefull info!
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