Split huge mesh in several smaller meshes

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mattf06
Posts: 17
Joined: 22 Jan 2013, 10:25

Split huge mesh in several smaller meshes

Post by mattf06 » 30 Apr 2013, 15:41

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

mattf06
Posts: 17
Joined: 22 Jan 2013, 10:25

Re: Split huge mesh in several smaller meshes

Post by mattf06 » 02 May 2013, 07:27

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

grahamef
Posts: 281
Joined: 23 Jun 2009, 19:01

Re: Split huge mesh in several smaller meshes

Post by grahamef » 02 May 2013, 16:02

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
Last edited by grahamef on 02 May 2013, 17:09, edited 1 time in total.

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 22:38
Location: St. Thomas, Ontario

Re: Split huge mesh in several smaller meshes

Post by Daniel Brassard » 02 May 2013, 16:20

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
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set "Softimage" "true"
$endif

mattf06
Posts: 17
Joined: 22 Jan 2013, 10:25

Re: Split huge mesh in several smaller meshes

Post by mattf06 » 02 May 2013, 20:50

Thanks @grahamef, that's exactly what I'm looking for !!!

Thanks @Daniel Brassard too

Long life to Softimage