Clean-up the Scene: Difference between revisions

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1) Freeze the model.
1) Freeze the model.
 


2) Freeze the mesh’s transform values. This is done so that the mesh does not end up being offset from all the meshpoints in-game. To do this, under the “Transform” Panel, go Transform > Freeze All Transforms. This should change all the Scalingvalues to 1 and all the Rotation and Translation values to 0, if they weren’t already at those values.
2) Freeze the mesh’s transform values. This is done so that the mesh does not end up being offset from all the meshpoints in-game. To do this, under the “Transform” Panel, go Transform > Freeze All Transforms. This should change all the Scalingvalues to 1 and all the Rotation and Translation values to 0, if they weren’t already at those values.
 


3) Cleaning up unused materials:<br/> a) Press 8 to open up the Explorer.<br/> b) Press M to switch to Materials view.<br/> c) Select and delete (using the Delete key) any materials that you do not need. A “<Not used>” indicator refers to unwanted materials but if you are not sure, select the material and Press 7 to call up the Render Tree to help you decide whether it should &nbsp;be &nbsp;deleted &nbsp;or &nbsp;not, &nbsp;and &nbsp;whether &nbsp;you &nbsp;need &nbsp;to &nbsp;switch materials around (to apply a different material to the mesh, just &nbsp;drag &nbsp;that &nbsp;material &nbsp;from &nbsp;Explorer, &nbsp;onto &nbsp;the &nbsp;mesh &nbsp;in &nbsp;the viewport).
3) Cleaning up unused materials:<br/> a) Press 8 to open up the Explorer.<br/> b) Press M to switch to Materials view.<br/> c) Select and delete (using the Delete key) any materials that you do not need. A “<Not used>” indicator refers to unwanted materials but if you are not sure, select the material and Press 7 to call up the Render Tree to help you decide whether it should &nbsp;be &nbsp;deleted &nbsp;or &nbsp;not, &nbsp;and &nbsp;whether &nbsp;you &nbsp;need &nbsp;to &nbsp;switch materials around (to apply a different material to the mesh, just &nbsp;drag &nbsp;that &nbsp;material &nbsp;from &nbsp;Explorer, &nbsp;onto &nbsp;the &nbsp;mesh &nbsp;in &nbsp;the viewport).
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Note: When you are done, there shouldn’t be any unused materials, as these are going to be exported into the *.mesh file, needlessly bloating its file size.
Note: When you are done, there shouldn’t be any unused materials, as these are going to be exported into the *.mesh file, needlessly bloating its file size.


4) Cleaning-up unused textures and texture clips:<br/> a) Press 3 to switch to the Render Tool Bar<br/> b) under the “Get” section, go Clip > Delete Unused Image Sources and Clips.<br/> c) In the Explorer, Press O to switch to Sources view. Expand the Sources > Images folder and delete any unwanted texture references.
&nbsp;
 
4) Cleaning-up unused textures and texture clips:
 
a) Press 3 to switch to the Render Tool Bar<br/> b) under the “Get” section, go Clip > Delete Unused Image Sources and Clips.<br/> c) In the Explorer, Press O to switch to Sources view. Expand the Sources > Images folder and delete any unwanted texture references.<br/> d) Expand the Clips&nbsp;>Images folder and delete any unused image clips. Image clips are just texture instances.
 
Note: &nbsp;Any “noIcon_pic” clips/images are integrated &nbsp;into &nbsp;XSI and cannot actually be deleted.
 
&nbsp;
 
5) Cleaning-up&nbsp;the Scene_Root. Go&nbsp;to the&nbsp;Scene_Root in&nbsp;Explorer and delete any extraneous objects from your scene. Nothing under the Scene_Root except:
 
*the camera (XSI requires that you have at least one camera object)
*the model’s mesh
*the rootpoint null
*and all the meshpoints nulls under the rootpoint


[[Category:Modeling]]
[[Category:Modeling]]

Revision as of 04:23, 30 September 2016

1) Freeze the model.

 

2) Freeze the mesh’s transform values. This is done so that the mesh does not end up being offset from all the meshpoints in-game. To do this, under the “Transform” Panel, go Transform > Freeze All Transforms. This should change all the Scalingvalues to 1 and all the Rotation and Translation values to 0, if they weren’t already at those values.

 

3) Cleaning up unused materials:
a) Press 8 to open up the Explorer.
b) Press M to switch to Materials view.
c) Select and delete (using the Delete key) any materials that you do not need. A “<Not used>” indicator refers to unwanted materials but if you are not sure, select the material and Press 7 to call up the Render Tree to help you decide whether it should  be  deleted  or  not,  and  whether  you  need  to  switch materials around (to apply a different material to the mesh, just  drag  that  material  from  Explorer,  onto  the  mesh  in  the viewport).

Note: When you are done, there shouldn’t be any unused materials, as these are going to be exported into the *.mesh file, needlessly bloating its file size.

 

4) Cleaning-up unused textures and texture clips:

a) Press 3 to switch to the Render Tool Bar
b) under the “Get” section, go Clip > Delete Unused Image Sources and Clips.
c) In the Explorer, Press O to switch to Sources view. Expand the Sources > Images folder and delete any unwanted texture references.
d) Expand the Clips >Images folder and delete any unused image clips. Image clips are just texture instances.

Note:  Any “noIcon_pic” clips/images are integrated  into  XSI and cannot actually be deleted.

 

5) Cleaning-up the Scene_Root. Go to the Scene_Root in Explorer and delete any extraneous objects from your scene. Nothing under the Scene_Root except:

  • the camera (XSI requires that you have at least one camera object)
  • the model’s mesh
  • the rootpoint null
  • and all the meshpoints nulls under the rootpoint