I'm trying to optimize (using the ProOptimize modifier) some WoW models in 3ds max 2011.
The problem is the modifier does not get exported or something, and the file is the same size. I tried converting to an editable mesh, but then I lose the animations.
When I import from wow, I do use 3ds max to make em up. I usually increase specularity and copy diffuse maps to specularity maps. Also, I add attachment points and adjust bound sphere. Sometimes I remove some parts of model's mesh or modify it a bit by moving certexes. (By the way, it always is editable mesh, u don't need to convert). Once I applied a smooth modifier (don't remember, which one), and it exported well.
Well what I'm trying to do is reduce the file size - that's pretty much all. The problem is the model is still the same size when I export. Am I doing it wrong?
I'm trying to optimize (using the ProOptimize modifier) some WoW models in 3ds max 2011.
The problem is the modifier does not get exported or something, and the file is the same size. I tried converting to an editable mesh, but then I lose the animations.
Anyone know what to do? I'm new to this.
The M3 plugins only recognize UVW and Skin Modifiers, all other need to be "Collapsed" or baked into the mesh.
First, make sure your ProOptimizer Modifier is in the correct location:
Select the "Editable Mesh" modifier, then add the ProOptimizer modifier. This will put it below Skin in the stack.
After you have optimized your mesh, Right-Click the ProOptimizer modifier and select "Collapse To". this will merge all modifiers below it.
The Skin modifier is what keeps the Models animations, if it is merged or deleted the model will loose all bone information ( no bones, no animation)
NOTE: With this process You may have deformation in the geometry while animating. ProOptimizer merges vertices, if two vertices are merge and each had weights set to different bones, they may get pulled in wierd directions.
You may want to try editing a copy version of the model and adding the animations using the Skin Wrap modifier (copies weights from one model to one of similar geometry.) heres a youtube vid explaining and demonstrating Skin Wrap
If you use this method you will need to graciously increase the size of the models before applying Skin Wrap because it uses vertex/face distance.
Thank you very much kinkycactus, I finally got it working!
However, even with proOptimize removing a vast amount of verts and faces, the file size only went from 760 to 730kb. I want it to be around 300. Any recommendations to go about doing this?
I'm thinking about recollapsing the animations with lower amount of keyframes. Not sure if it will work, never tried.
You need to select all bones, then go to Motion tab->Trajectories, check Scale on, set start time and end time to include all of your animations, and then u need to set Samples... try (end - start)/300. Then press Collapse.
Unfortunately there's no single way of greatly reducing file size. Geometry, Keyframes, Bones, Attachments, and even the number of textures assigned add to the file size. Whats the particular reason your aiming for such a low file size for the model? If your trying to make a map with a vast number of imported models, I would recommend puting the modeling in a Mod and setting it as a dependency for your map.
Unfortunately there's no single way of greatly reducing file size. Geometry, Keyframes, Bones, Attachments, and even the number of textures assigned add to the file size. Whats the particular reason your aiming for such a low file size for the model? If your trying to make a map with a vast number of imported models, I would recommend puting the modeling in a Mod and setting it as a dependency for your map.
Yes I am using quite a few models. Mainly, I want to keep the file size down to reduce download/loading time.
I didn't know you could bypass the file size limit that way. Interesting...
@composure19d: Go If you use a mod as dependency and never touch it again, players will only download it once. If you update it then players have to download it again. This way you can work on your map and still dont have to worry about loading time.
I'm trying to optimize (using the ProOptimize modifier) some WoW models in 3ds max 2011.
The problem is the modifier does not get exported or something, and the file is the same size. I tried converting to an editable mesh, but then I lose the animations.
Anyone know what to do? I'm new to this.
What do you want to change?
When I import from wow, I do use 3ds max to make em up. I usually increase specularity and copy diffuse maps to specularity maps. Also, I add attachment points and adjust bound sphere. Sometimes I remove some parts of model's mesh or modify it a bit by moving certexes. (By the way, it always is editable mesh, u don't need to convert). Once I applied a smooth modifier (don't remember, which one), and it exported well.
Well what I'm trying to do is reduce the file size - that's pretty much all. The problem is the model is still the same size when I export. Am I doing it wrong?
The best way to reduce file size is to remove some animations you don't need. Also, you could remove some mesh faces.
Also, you could apply sc2 textures to your model to avoid importing wow textures. They usually consume much more space then the model itself.
The M3 plugins only recognize UVW and Skin Modifiers, all other need to be "Collapsed" or baked into the mesh.
First, make sure your ProOptimizer Modifier is in the correct location: Select the "Editable Mesh" modifier, then add the ProOptimizer modifier. This will put it below Skin in the stack.
After you have optimized your mesh, Right-Click the ProOptimizer modifier and select "Collapse To". this will merge all modifiers below it.
The Skin modifier is what keeps the Models animations, if it is merged or deleted the model will loose all bone information ( no bones, no animation)
NOTE: With this process You may have deformation in the geometry while animating. ProOptimizer merges vertices, if two vertices are merge and each had weights set to different bones, they may get pulled in wierd directions.
You may want to try editing a copy version of the model and adding the animations using the Skin Wrap modifier (copies weights from one model to one of similar geometry.) heres a youtube vid explaining and demonstrating Skin Wrap
If you use this method you will need to graciously increase the size of the models before applying Skin Wrap because it uses vertex/face distance.
Formally Kinkycactus
Thank you very much kinkycactus, I finally got it working!
However, even with proOptimize removing a vast amount of verts and faces, the file size only went from 760 to 730kb. I want it to be around 300. Any recommendations to go about doing this?
And zolden I only have 5 animations.
I'm thinking about recollapsing the animations with lower amount of keyframes. Not sure if it will work, never tried.
You need to select all bones, then go to Motion tab->Trajectories, check Scale on, set start time and end time to include all of your animations, and then u need to set Samples... try (end - start)/300. Then press Collapse.
@composure19d: Go
Unfortunately there's no single way of greatly reducing file size. Geometry, Keyframes, Bones, Attachments, and even the number of textures assigned add to the file size. Whats the particular reason your aiming for such a low file size for the model? If your trying to make a map with a vast number of imported models, I would recommend puting the modeling in a Mod and setting it as a dependency for your map.
Formally Kinkycactus
Yes I am using quite a few models. Mainly, I want to keep the file size down to reduce download/loading time.
I didn't know you could bypass the file size limit that way. Interesting...
@composure19d: Go If you use a mod as dependency and never touch it again, players will only download it once. If you update it then players have to download it again. This way you can work on your map and still dont have to worry about loading time.