Just wondering if anyone knows of a plugin or script for 3DS Max that automates splitting a model(s) in to parts so i can use occlusion culling in Unity? Selecting faces and detaching can take forever and I'm sure there must be a quicker way?
No, i mean I have a race track and landscape. I want it in smaller chunks rather than one whole mesh, currently I have to select faces and detach them manually.
Um, how is said script supposed to know where you'd like to detach?
You could use the slice plane to cut up your mesh and [x] check "Split" to separate it, then use turboTools by matthew lichy to separate all non-connected elements to unique meshes. Depending on how that turns out, you might even be able to turn them into instances using the instancetool (man, what a timesaver!)..
It's not just a race track, it's landscapes too & when you're making many tracks/environments it becomes lots of tedious work that I assumed might of been automatically solved via a script.
What do you mean, for the kind of system I'm using it's not good to have too many parts?
The way I was lead to believe and the way I model for the other games I've developed is the more parts you have the more parts can be hidden when not seen by the camera via occlusion culling. So this is a good thing.
Maybe I should add that I'm developing for mobile devices.
Replies
You could use the slice plane to cut up your mesh and [x] check "Split" to separate it, then use turboTools by matthew lichy to separate all non-connected elements to unique meshes. Depending on how that turns out, you might even be able to turn them into instances using the instancetool (man, what a timesaver!)..
I assumed it might use some mathematical magic to calculate chunks based on a value entered?
or http://www.scriptspot.com/3ds-max/scripts/tags/slice
EDIT: and ninja'd.
What do you mean, for the kind of system I'm using it's not good to have too many parts?
The way I was lead to believe and the way I model for the other games I've developed is the more parts you have the more parts can be hidden when not seen by the camera via occlusion culling. So this is a good thing.
Maybe I should add that I'm developing for mobile devices.
read my first post.. :poly142: