Timeline for Separate by vertex count - fast
Current License: CC BY-SA 4.0
12 events
when toggle format | what | by | license | comment | |
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Jul 13, 2019 at 17:46 | vote | accept | Jan Kadeřábek | ||
Jul 13, 2019 at 16:53 | history | edited | lemon | CC BY-SA 4.0 |
Code adjustement following the comments.
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Jul 13, 2019 at 10:33 | comment | added | Jan Kadeřábek | @lemon Maybe if you can also get rid of max_iterations settings so the script is completely automatic. But it is not such big issue. | |
Jul 13, 2019 at 10:26 | comment | added | Jan Kadeřábek | @lemon Just one thing I have noticed - it starts to separate a selected object, but then it works with all the objects in the scene, right? Would be possible to tweak it so it doesn't affect unselected objects? But it works very well in general and even if you won't make any tweaks to it, I can very well use this to convert it into an addon - excellent and THANK YOU! I will accept your answer. | |
Jul 13, 2019 at 9:23 | comment | added | Jan Kadeřábek | @HenrikD I have to agree - it is such pleasure to be part of such helpful community! | |
Jul 13, 2019 at 9:11 | comment | added | HenrikD | very good work, well done! I really appreciate that you took the efford of scripting that for someone else. | |
Jul 13, 2019 at 8:53 | comment | added | lemon | About z: you will find the error... (if you need to change it before I've time). Make a separate function and test all the cases in order to obtain 'axis' value... | |
Jul 13, 2019 at 8:51 | comment | added | lemon | max_iterations is what you want (or testing purpose). Get rid of it as you need. About z, just a small error (won't have time to fix it now). But there is some limit due to the size of the faces, though, as we cannot cut them. | |
Jul 13, 2019 at 8:49 | comment | added | Jan Kadeřábek | About the large mesh - I use particle system to generate the vegetation over the terrain, but for the export I need to join everything so I can bake AO to vertex colors and tweak it. Then I need to separate it into these chunks and also by material (this is not an issue as the built-in method is quick). Then I export each part to .X format which can be finally imported into the game editor. Now thinking - maybe if separating by material is done before the actual separation, it could maybe make the process even faster? | |
Jul 13, 2019 at 8:45 | comment | added | Jan Kadeřábek | Thanks so much! I am currently testing your script and it does look very promising so far! I am just not sure whether I need to tweak max_iteration setting? The script should be completely automatic and reliable everytime if possible. I am not sure if I also don't need Z axis for a case of some highly elevated terrain, but as the mesh density still spreads mainly along X,Y, it shouldn't be an issue I believe. | |
Jul 13, 2019 at 8:35 | comment | added | lemon | There is an error getting the largest axis in the code (and the remark about z)... will fix that when possible. | |
Jul 13, 2019 at 8:10 | history | answered | lemon | CC BY-SA 4.0 |