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3Ds Max Studio 8 Reduce Vertices
3ds max studio 8 reduce vertices
















2.When I started my current game, I didn’t have any idea about modelDaz 3D released four different scripts that connect Maya, 3ds Max. Open your 3D model in the viewport and display the number of polygons by selecting the Utilities tools on the left hand side menu then More.> Polygon Counter> Count Polygons. The following show the steps to follow to reduce polygons using Batch ProOptimizer: 1. 3DS Max offers tools to automatically reduce the number of polygons.

3ds max studio 8 reduce vertices3ds max studio 8 reduce vertices

BaseBone – This bone is placed at the coordinate system’s centerAnd will later become the reference point for positioning the model. For my turret, I created 7 bones: Just select the chain, then drag a line from the object you want to becomeIt’s generally a good idea to name your bones. You can do this by selecting the bonePrimitive from the tools panel on the right or by opening the Bone ToolsDialog from the menu which also lets you enter Bone Edit Mode, allowingBones to be moved without their child bones / meshes following.Bones do not need to touch each other to form a hierarchy: there’s a small chain inThe toolbar to the upper left that lets you assign a parent to any mesh or bone byHand.

LeftMuzzleBone and RightMuzzleBone – Mark theOpenings of both barrels for the game so it knows where to draw muzzle flashes,After all bones were positioned and linked to each other, I ended up withNotice that I linked the base mesh (labaled "Base") to the "BaseBone" –This means that wherever I move the BaseBone, the model will follow. LeftBarrelBone and RightBarrelBone – These willAllow the barrels to be moved back to simulate kickback when the turret fires. ElevatorBone – A bone that will be rotated on the X (horizontal)Axis relative to the turret’s orientation in order to raise and lower

When you’re finished, you’ll haveTo apply vertex skinning to the model, use the "Skin" modifier:The Skin modifier requires you to select the bones for which weights should beAdded to the vertices. If not, you can safely add it.In the Editable Mesh toolbox, you’ll find a button labeled Attach.Remember to have the base mesh selected, then click on Attach and pickAll of the other meshes in the model one by one. Most likely, it already hasThe "Editable Mesh" modifier applied to it. If my turret had 6 meshesLike in the above picture, building 25 turrets would already equal 150DrawPrimitive() calls and begin to bog down an Xbox 360.Select the mesh that is the base, or root of the model. This will ensure the entire model can be rendered with aSingle DrawPrimitive() call in XNA, which is important because thoseCalls are what defines the performance of an XNA game. Do not worry about the hierarchy of any other meshes in the model for now as theseMy second step is to turn the model, still consisting of several independent meshes,Into a single mesh.

I don’t know if this actually has any positive effect onRendering performance, but it only requires a few clicks and at least won’t do any harm,Remember the Weight Table button to the right of the Weight ToolsButton I mentioned before? Press it to open the Weight Table and click on"Remove Zero Weights" in its "Edit" menu:Before exporting the model, it’s a good idea to test whether it animates properly.I often find that there are one or two vertices I forgot and it looks just awful ifA single vertex in the model’s base distorts everything when the turret rotates,The easiest way to verify your model is to select the bones and use the rotationTransform tool to rotate them around. To change that, I selected all the verticesIn the models base (with the help of the "Element" checkbox) and used theSet Weight button with a weight of 1.0 to fully assign the vertices to theNow the entire base is red, indicating that it belongs to the root bone exlusively.I repeated these steps for the other bones in my model until each bone had the verticesThere’s one more step I perform at this point: remove all bone associations with zeroWeight from the vertices. In my turret, the auto-assigned weights associate only half of theVertices in its base to the base bone. PickingDifferent bones in the Skin modifier’s bone list lets you select which bone’s weightsYou will alter. Also take note of the Weight Table buttonTo select vertices, use the Edit Envelope button (which would let you alterThe distances by which 3ds Max auto-assigns weights) and check the "Vertices"Also useful is the "Element" checkbox which will automatically select allVertices belonging to the same enclosed primitive set ( Element) in the model.As you can see, 3ds Max will highlight the bone weights on the mesh in red. This would be a good starting point for an organic model, but in my case,The model consists of solid, not bendable metal parts that will all be assigned toOne specific bone only (with a weight of 1.0).To adjust the bone weights, I use the Weight Tools dialog that can be foundIn the Skin modifier’s toolbox.

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3ds max studio 8 reduce vertices