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c000be
02-27-2009, 12:49 AM
should i be optimizing the file during the building process, i.e. - the final poly/subD models separately before binding/rigging them, OR just wait until i've done the rigging including the painting weights, IK controls, control nodes and influence wires, and optimize the file before starting animation itself?
i found an interesting maya tips link http://accad.osu.edu/~ywei/Help/MayaTips.html (http://accad.osu.edu/%7Eywei/Help/MayaTips.html)
and while the paints info i found not useful, there was info in the Rigging section, "Before Skinning and Rigging" which i've put below, and you'll see where my question comes from. I'm also already removing objects from layers before the rigging, I've cleaned the models otherwise, deleted all history while building the initial models. thanks.
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MAYA TIPS excerpt>
Before skinning and rigging:



double check the following:



geometry (eg, Polygons->Cleanup: nonmanifold edges, nonduplicate vertices)



normals are in the right direction and are not locked (Edit Polygons->Normals->Set Vertex Normal->check the Unlock Normals)



UVs



parameterization, resolution, surface direction, etc
clean the scene: all the transform nodes are frozen and center-pivot if necessary; make sure all the node names are appropriate, esp. the shape node and the transform node names match; delete all history, deformers (delete `ls -type weightGeometryFilter`;)



make sure no additional hidden shape or intermediate nodes hanging around (delete `ls -io`;)



break all the connections from geometry to any shading groups, display layers, etc
File->Optimize Scene Size
select only the geometry transform nodes and export selection into a *.ma with all the include check box options turned off. Open the exported file in a text editor, delete any unnecessary requires lines ( the only one necessary is requires maya "5") at the header and resave.

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