Langerd Posted August 21, 2015 Posted August 21, 2015 What is the best limit of the verts in the player model?I am asking because the error showed up - run out of tranform space.The verts count of my model is 5776 but normal version is 3045 (modview) The normal version works but the other version with higher verts count givin this error when i am holding the blaster.
mrwonko Posted August 21, 2015 Posted August 21, 2015 Just look at existing models for guidance, they usually have a couple thousand vertices and triangles enabled at once (i.e. not counting different skins). Or use enough that the silhouette of curves is smooth enough for your liking. Just keep in mind that there's a 1'000 vertex limit per-surface, so you may have to split more complex surfaces. Langerd and Asgarath83 like this
Langerd Posted August 21, 2015 Author Posted August 21, 2015 Just look at existing models for guidance, they usually have a couple thousand vertices and triangles enabled at once (i.e. not counting different skins). Or use enough that the silhouette of curves is smooth enough for your liking. Just keep in mind that there's a 1'000 vertex limit per-surface, so you may have to split more complex surfaces.Ok i removed vertexes that was unnecessary from details and it works fine now Thanks a lot! Asgarath83 likes this
mrwonko Posted August 21, 2015 Posted August 21, 2015 Did you edit your post? I don't remember it initially saying anything about a "run out of transform space" error...
Langerd Posted August 21, 2015 Author Posted August 21, 2015 Did you edit your post? I don't remember it initially saying anything about a "run out of transform space" error...Ow sry ... forgot about that... Now this error doesnt show up
Asgarath83 Posted August 21, 2015 Posted August 21, 2015 Ow sry ... forgot about that... Now this error doesnt show up Oh, sorry for late Langerd. but i see mrwonko answer to you Yes, i know this trouble. happened when the model have a lot of thousand "ghost vertexes." i get this error on one of my models (a Vorador model) and i solve it locating the ghost vertexes and deleting it. are not much difficult to find. you should have some mesh with thousands of vertexes more of 1000. is the incriminating mesh, with a rapid rig you can locate the incriminate meshes.with 3d max you can easily fix this problem if you select all the meshes, go into edit mode, vertexes, you select all vertexes of the model and push into the "remove duplicate vertexes" button. that's function of 3d max istantly clean up the model of any unuseful vertex overflow : Langerd likes this
Tempust85 Posted August 21, 2015 Posted August 21, 2015 5,776 verts shouldn't give any errors, IF every part is under an absolute maximum of 1,000 verts. Langerd likes this
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