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.fbx models #160718
10/12/07 22:09
10/12/07 22:09
Joined: Aug 2003
Posts: 716
Canada, Toronto
thegamedesigner Offline OP
User
thegamedesigner  Offline OP
User

Joined: Aug 2003
Posts: 716
Canada, Toronto
Hello, I have a bunch of .fbx models. They are about 6 mb or so. When I import them, they become 150-200mb.

Am I doing this wrong?
If so, how can I do it right?

Or does game studio use a odd or large form of models?
if so, how can I use other types of models (maybe using .dll?)

Thanks!


My games - www.spyeart.com
Re: .fbx models [Re: thegamedesigner] #160719
10/12/07 22:53
10/12/07 22:53
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Are you importing them into WED or MED?

Are there bones? Vertex animation?

From which application did you export the fbx's?

Re: .fbx models [Re: JetpackMonkey] #160720
10/14/07 01:20
10/14/07 01:20
Joined: Aug 2003
Posts: 716
Canada, Toronto
thegamedesigner Offline OP
User
thegamedesigner  Offline OP
User

Joined: Aug 2003
Posts: 716
Canada, Toronto
I am importing them in to the lite-c med,
There are animations, about a 800, and they are vertex.
I don't know, I didn't make the model.

Any advice?


My games - www.spyeart.com
Re: .fbx models [Re: thegamedesigner] #160721
11/03/07 02:18
11/03/07 02:18
Joined: Oct 2002
Posts: 150
Prince Edward Island, Canada
Nagashi Offline
Member
Nagashi  Offline
Member

Joined: Oct 2002
Posts: 150
Prince Edward Island, Canada
800 animations! If that’s true, that’s a lot of data if they are vertex animations... An average .MDL with out animations should only be a few hundred k under about 200k if you use an external skin. Models with 800 animations are pretty much unheard of in a game. A lot of Vertex animations will lead to a bloated .MDL file… which is one of the reasons why bones animation is often desirable.


No rest for the wicked.
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