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View Full Version : Where do I put the meshsmooth ?


Joebount
07-24-2002, 09:26 AM
Hi guys !

I've got a fight with my boss : with a biped, where do you place the physique and the meshsmooth ?

Daxx
07-25-2002, 06:07 PM
Because if the Meshsmooth is on the top such:

Meshsmooth
physique
mesh


The physique calculate less poly for the animation of your character (if yours is low poly or normal best model ^_^)

in the other combination the modifier have to work hardly !!


:)

Jed
07-25-2002, 08:06 PM
Meshsmooth on top, definitely

I did a quick test render to show the difference between the two.

So who was right, you or the boss ?:)

Jed
07-25-2002, 08:08 PM
here's the pic :rolleyes:

Taoizm
07-25-2002, 08:10 PM
What Daxx said. Meshsmooth on the top so that I get faster feedback. Why deform a high rez mesh if I don't have to?

Joebount
07-25-2002, 08:45 PM
Hey hey hey !
I was right :thumbsup:

Thanks for your posts guys ! :beer:

Daxx
07-26-2002, 01:32 AM
Originally posted by Taoizm
What Daxx said. Meshsmooth on the top so that I get faster feedback. Why deform a high rez mesh if I don't have to?

:bowdown:

luigi
07-26-2002, 12:06 PM
my contribution to this thread.

If your model have a diferents parts copy the meshmooth modifier on one object and paste as instance of the others objects.

it will be more quicly only making changes in one object the rest will change too.

I normally disactive meshmooth for see quicly animations in viewport.

i normally use sliders wired to meshmooth for do it.

if you have diferents iterations in objects with two slider or tree you can control all the scene.

Jed
07-26-2002, 10:18 PM
For people like me who use meshmooth a lot and don't want to have one big instanced modifier, Neil Blevins wrote a script called meshsmooth control that will allow you to assign global values to objects that have non instanced meshmooth modifiers.

It's part of the blur script pack that I can't recommend enough.
You'll find it at http://www.neilblevins.com/blurscripts/blurscripts.htm

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