View Full Version : MISC: Speeding up viewport speed
TOMMY 3D FREAK 07-19-2003, 09:27 AM Hi guys,
I am currently working on a 25 mb + max scene and the viewportspeed is really bad. I have a lot of different models and I was wonderig if I could overcome problem this this by scripting a modifier that let's you pick a proxy object, and switch between the original and proxy object. Would this increase my viewportspeed? Is the original object still loaded in cache?
PLZ help me out
Thanks in advance
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Hey there !
You could use Xref, since it works with proxy objects as well. Lets you have different objects in different files, and in your "full" scene, you replace these objects by proxies, correct objects only appear at rendertime.
mouj
JonStoll
07-19-2003, 09:56 AM
Well, it depend on whats in your scene. Do you need to see everything in your scene all the while your working? I usually don't so I hide everything that I don't need to see. There are many different ways to get your viewport to work faster. You could go into the properties of each object and uncheck backface cull or check display as a box. You could enable viewport cliping. You could optimize all of your objects. Or turn off all the meshsmooth modifyers. I am not quit sure what you mean by proxy object but I think what you want is a dummy object linked to your object or objects that you can animate and yes that will speed up your viewport alot. A lot of people make a low res version of what they are animating and link everything to the objects as needed and then hide the dummy or low res object and then unhide the high res version. Its a big time saver especially when you are animating. Hope I helped
Jon
TOMMY 3D FREAK
07-19-2003, 11:20 AM
Hi guys, that's fast!
Well, I've tried x-refs a couple of days ago, and it worked for the models. The problem I'm encountering is the cables. The cables are nurbes-curves, with linked x-forms (linked to the helpers as you can see in the picture), with a loft on top. I have set them up so that they move dynamically. In other words, the hierarchies are all setup. But the problem is that I also want the cables in the final scene (with the proxies etc), with the same hierarchie as in the original scene.
B.T.W. I'm also unable to use the manipulators that I created in the scene
Hopes this is a little bit more clear!!!!!!! :p
thought about bounding box?
ToddD
07-19-2003, 06:32 PM
Tommy, are the cylinders and donut shape you showed smoothed in the viewport? You could always display the low poly wire, and apply meshsmooth at render only. You will have less polys displayed in your viewport, thereby speeding it up.:)
TOMMY 3D FREAK
07-22-2003, 12:39 PM
Hi guy's
I've read all your replies in the last couple of days, and I've come up with a solution.
The main problem I had was the number of different parts. The reason why I chose NOT to use X-refs, was that the scene would become very chaotic, and hardly managable (Not to say anything negative about x-refs though!). So what I did was Make three files containing the head, the body, and the guns, and set them up the way I wanted, and when I was finished with that I merged them into the final scene. And in contrast to what I predicted, animating it went pretty smooth. I just use the ctr+shift+g to hide all geometry and then it works great. Another learned, thanks guys!! :thumbsup:
B.T.W. It's all E-poly, no MS whatsoever
Greets!
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