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Single Mesh Models

Original Post by: Thu Mar 31 13:10:41 2016


I have searched and can't seem to find an answer, possibly because I am not using the right Creator terms to describe what I am looking for.


I am an artist and model in 3ds Max. I export my model to OpenFlight format to be converted to another company's proprietary format. So their converter reads in the OpenFlight file and spits out a file for their simulator. The problem is the polygons of the model created are all being treated as individual nodes in their system. This causes massive framerate issues when their IG has to display an object consisting of 2000+ individual nodes relating to each polygon of the model.


I've opened the Openflight file in Creator. If I keep the selection mode in model, I can select the entire model as though it was one. If I switch to face selection mode, I can select an individual face and pull it apart from the rest of the model. It doesn't seem like the vertices are welded together. If I do the same function in 3ds Max, and pull one face, wherever there is a vertex connected to another face, it stretches that other face since the two vertices are welded together. So rather than the face coming apart from the model, the model stays "whole" and is now deformed where I pulled the one face away from the model.


Is there a way in Creator to weld the vertices to make a single model or save that OpenFlight model out as 1 node instead of a node for each polygon in the model?


Original Post by: SteveThompson Thu Mar 31 17:53:54 2016


Unfortunately, I do not have access to that part of the site.I’m not sure who has the actual information for the Creator license we have, or if there is a user account set up for that already. I’m trying to help out another department, and it’s their machine and copy of Creator.

I understand, however if you could get access to that forum and post Creator-specific questions there, everyone wins.


1) You get access to other similar posts that might answer your question for you

2) You get access to other Creator users that might have had similar problems and can help you

3) Other Creator users get to benefit from reading your question and subsequent replies


Thanks and good luck with your problem.

Original Post by: Thu Mar 31 17:40:08 2016


In addition to the mesh tool, you may want to try to collect some of the parts into their own groups and objects. That is unless you want one big mesh or a few meshes that don't necessarily compliment the model. What I mean by that is imagine the upper deck items of the ship model being part of the hull mesh etc.


The Collect Tool in the Hierarchy Tool box will come in handy.


Collecting parts of the model into logical components may also make for better meshes.


I'll give that a try as well. I already hit a small snag with the way the model is built. It caused the converter to crash. But I think I have it figured out. The collect tool might actually be the way to go, rather than remodel the whole.

Original Post by: Thu Mar 31 17:38:57 2016


And finally, if and when you do have specific questions about Creator, be aware there is a "Creator" User Forum as well for those specific questions. Here is a link:


http://www.presagis.com/support_forum/viewforum/9/


Unfortunately, I do not have access to that part of the site.I'm not sure who has the actual information for the Creator license we have, or if there is a user account set up for that already. I'm trying to help out another department, and it's their machine and copy of Creator.

Original Post by: SteveThompson Thu Mar 31 17:14:16 2016


And finally, if and when you do have specific questions about Creator, be aware there is a "Creator" User Forum as well for those specific questions. Here is a link:


http://www.presagis.com/support_forum/viewforum/9/

Original Post by: Lars Thu Mar 31 17:09:44 2016


In addition to the mesh tool, you may want to try to collect some of the parts into their own groups and objects. That is unless you want one big mesh or a few meshes that don't necessarily compliment the model. What I mean by that is imagine the upper deck items of the ship model being part of the hull mesh etc.


The Collect Tool in the Hierarchy Tool box will come in handy.


Collecting parts of the model into logical components may also make for better meshes.

Original Post by: Thu Mar 31 15:43:03 2016


Thank you for the reply.


Well, I don't know exactly what the IG is doing. The company we are using is less than forthcoming about how exactly their system works, since doing models internally takes business away from them. That being said, the format it is being converted to is .HIE. When I do the conversion to their format, it generates a file for each geometry node created, which in this case is a small boat with about 1500 polys. So 1500 files are created and their .HIE file just calls up those 1500 files and reassembles them.


I tried using just a simple cylinder and it generated a file for each poly, 18 sides + 2 caps for 20 files. There was no texture at all on that. So this issue is the actual OpenFlight model containing all those polygons and being treated not as a single mesh.


I will have to give the Generate Mesh tool a try. I saw that, but wasn't sure what it did. I will see if that fixes the issue. I will also check the material index as well. I don't think there's anything special about the model.

Original Post by: ChrisRogers Thu Mar 31 15:35:16 2016


Thank you for your clear description of your issue.


OpenFlight as well as Creator allows for individual polygons as well as mesh nodes. Your model could be represented in OpenFlight as a single mesh (provided attributes like texture index, material etc... don't change per polygon). To get this you can simply run generate mesh in Creator.


I'm not convinced this is your real problem though. I was under the impression that any IG would want to convert the input gathered from any file into one that behaves better at runtime. An IG like vega prime can even combine objects loaded from different files that share no vertices into a single mesh connected by degenerate triangles to squeeze out every last bit of performance.


It seems like you might want to talk to the IG and ask why they don't optimize the geometry they load. I suspect they are, and the performance problem is something else. Does your model have attribution assigned that prevents optimization? (different texture on each face, different material index etc...) You can see this by inspecting the face attributes and make sure they never change as you select different faces in your model.

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