[Papervision3D] MAYA 8.5 tips for PV3D

John Grden neoriley at gmail.com
Tue Jul 17 15:51:06 EDT 2007


yeah you're on your way with that option. Poly cruncher works for 3DS but
not sure if it supports Maya or not.  I use it to drop poly counts on models
all the time.  Something coming from 39k poly's has a good chance to look
decent at 10k, but it really depends on what you need it for.

if it' were for a game, then getting general geometery is ok, but if you
need it to showcase a product, it might be too fugly.

On 7/17/07, Aaron Buchanan <Aaron at lab-media.com> wrote:
>
> Yes, that helps.
> What I've been able to find out is that the model has 39k polys, and the
> person modeling doesn't have experience with polys - just nurbs. Their
> position is that we will need to remodel in polygons from scratch to be able
> to get that count down to a reasonable number. Does that sound right? I
> tried using modify / create / poly from nurbs - then mesh/reduce but it gets
> really ugly - the triangulation is really bizarre / zig-zags.. but it does
> show up in pv3d - it just crawls..
>
> a
>
> On Jul 17, 2007, at 9:43 AM, John Grden wrote:
>
> Yeah, PV3D imports triangle information, so, nurbs would be ignored in the
> COLLADA import with PV3D.
>
> I've experienced that around 9000 poly's (depending on textures of course)
> is about the max (somewhere in there anyway - could vary by a 1000).
>
> When your objects are created in PV3D from the collada file, it creates
> individual DisplayObject3D containers for them.  That's a good thing ;)
> this gives you access to them individually to control in 3D space.  YOu can
> also create "groups" in Maya and control a group of objects by changing the
> properties of the group container - which is a DisplayObject3D
>
> Does that help?
>
> On 7/17/07, Aaron Buchanan <aaron at lab-media.com> wrote:
> >
> > Hey all,
> >
> > I'm looking for flash optimization tips to improve flash runtime
> > performance. What's the best way to export a model from maya 8.5
> > ( mac, if it matters )? What kind of poly counts should I be
> > concerned about, and what should be acceptable? What is the best way
> > to reduce poly counts? The original modeling was done in nurbs- is
> > this a problem?
> >
> > Also, when I load in some of the demos I only see a few different
> > DisplayObject3D: ... flags come up in output, but in mine, I see a
> > hundred or so. Is there something that I can ask our modeler to do to
> > minimize that?
> >
> > TIA & \m/ PV3D!
> > Aaron
> >
> > On Jul 17, 2007, at 12:53 AM, Berk Hülagü wrote:
> >
> > > Hi!
> > >
> > > PaperVision3D supports skeletal animation, at least there is a "Biped
> > > test demo" (http://www.suite75.net/lab/papervision3d/bipedtest/ ) but
> > > there are no source codes available. Can someone provide one?
> > >
> > > Cheers,
> > >
> > > Berk Hulagu
> > >
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> >
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>
>
>
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