Hi all,
I'm looking for a way to automatically split an huge mesh into several smaller meshes.
I try "dice" operator, but I don't known how to extract "diced" parts!
help are very welcome
thanks
Matt
Split huge mesh in several smaller meshes
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mattf06
- Posts: 17
- Joined: 22 Jan 2013, 10:25
Re: Split huge mesh in several smaller meshes
Please... no answer!!??
Maybe with ICE?
The goal is to "automatically" (more or less) break a huge polygon in small polygons (< 64K triangles) to easily import them in UDK. Unity, can break it automatically during import, but not UDK
thanks
Maybe with ICE?
The goal is to "automatically" (more or less) break a huge polygon in small polygons (< 64K triangles) to easily import them in UDK. Unity, can break it automatically during import, but not UDK
thanks
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grahamef
- Posts: 281
- Joined: 23 Jun 2009, 19:01
Re: Split huge mesh in several smaller meshes
First make sure that you activate Disconnect Edges in the Dice Polygons Op to create separate islands. To extract, you can select an island and choose one of the Model > Create > Poly. Mesh > Extract Polygons commands.
If there are a lot of islands, you can find some scripts that can automate this, e.g., http://area.autodesk.com/downloads/scri ... eparate_js
If there are a lot of islands, you can find some scripts that can automate this, e.g., http://area.autodesk.com/downloads/scri ... eparate_js
Last edited by grahamef on 02 May 2013, 17:09, edited 1 time in total.
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Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 22:38
- Location: St. Thomas, Ontario
Re: Split huge mesh in several smaller meshes
Your questions is quite generic. In order to provide you with a response/solution, one will need more details:
How big is the mesh (polygons and triangles count)?
Has the mesh polygons/triangles been optimized? Will the split increase the triangle/polygon count?
Is it a static mesh or animated?
Is the mesh textured?
What is the purpose of the mesh (terrain, building, vehicle, weapon, in game object or character)?
Is the mesh composed of several components (armour, weapons, helmet, rockets, etc)
Will it be seen in all angles, or can some parts be deleted and not effect the overall look and feel?
Is it the low level mesh or the high level mesh? Is there a LOD or low level mesh equivalent?
How much control do you need in the "splitting", does it need to be split at certain points/edge or anywhere is fine.
How many parts do you need to split the mesh? Will a fracture tool do the job?
Each of those questions has a proper response. I hope those questions have triggered some area/avenue of investigation.
Cheers!
Dan
How big is the mesh (polygons and triangles count)?
Has the mesh polygons/triangles been optimized? Will the split increase the triangle/polygon count?
Is it a static mesh or animated?
Is the mesh textured?
What is the purpose of the mesh (terrain, building, vehicle, weapon, in game object or character)?
Is the mesh composed of several components (armour, weapons, helmet, rockets, etc)
Will it be seen in all angles, or can some parts be deleted and not effect the overall look and feel?
Is it the low level mesh or the high level mesh? Is there a LOD or low level mesh equivalent?
How much control do you need in the "splitting", does it need to be split at certain points/edge or anywhere is fine.
How many parts do you need to split the mesh? Will a fracture tool do the job?
Each of those questions has a proper response. I hope those questions have triggered some area/avenue of investigation.
Cheers!
Dan
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
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mattf06
- Posts: 17
- Joined: 22 Jan 2013, 10:25
Re: Split huge mesh in several smaller meshes
Thanks @grahamef, that's exactly what I'm looking for !!!
Thanks @Daniel Brassard too
Long life to Softimage
Thanks @Daniel Brassard too
Long life to Softimage