View Full Version : How to handle large scene?
10-19-2009, 03:25 AM
I need load a large scene into max. But max just crashed every time .
anyone had ever been faced with such problem?any idear?
If anyone can let me know some compromise solution on handling large scene(large Landscape with buildings tress etc...)?
Thanx in advance.
10-19-2009, 08:18 AM
You might wanna split the scene in different max files and use the xref system, it works pretty good with static objects unlike with skinned characters :)
Which max version do you use?
10-20-2009, 04:48 PM
Also check you're instancing.
Multiple copies of a non-instanced object with geometry producing modifier like "Bevel" can skyrocket your scene's memory usage, even when the scene is not that big. If in MR or Vray consider Proxies for items like landscape and cars.
10-22-2009, 03:56 AM
My recent problem is : I just can not open the max files due to the szie of files . Max just crashed from the very beginning.
And I think I should recommand my team to use Xref system from now on ...T.T
Another legend old problem is the coordinator :
I want to export my models to Game Engine . Some models seems twisted .
So I did this script myself .
fn resetAll =
collapseStack objects --first collapse
print "resetAll ok"
And the result is : some of my model's faceNormal filp inside . So they look really dark inside ogre system.
If I comment My first collapse , My model begin to twist(big structure changes occured ).
Is there any script can tackle with this situation perfectly?
10-22-2009, 07:53 AM
Which Max Version do you use? If you use an older version it might helps if you open the scene in a newer version in 64-bit.
Only problem is then to get it back in your older max version, but I think Bobo has made an exporter which does exactly that, even though I donīt know how limited it is.
If its just geometry without complex stacks you could also get it back with obj or something like that.
Hope that helps :)
10-22-2009, 03:24 PM
Merge Half. Work. Merge second half. Work.
If the object has been a victim of mirroring or other inversions, it should show it by it's determinantsign. You can check and flip that this way...
if (NextObj.transform.determinantsign == -1) then
addModifier NextObj (normalModifier flip:true)
As with all things in max, this is not 100%...
10-23-2009, 12:15 PM
Actually , I need to export my scene to something like game-engine (based on ogre).
In my engine , some models do not stand on their original position in max , they just flown into the sky. I think Xform modifier may help me out. So I have tried this.
fn resetX =
for o in objects do
addModifier o (Xform())
when I use "resetXform" some models have big changes on there structure.
"resetX " function seems works good .
But until now , I do not know if I have done the right thing .
10-23-2009, 12:15 PM
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