Hi, how to to get an accurate vert countafter after exporting it to UnrealEngine?
Is there any ready solutions?
Hi, how to to get an accurate vert countafter after exporting it to UnrealEngine?
Is there any ready solutions?
it should say on the generic browser thumbnail?
[QUOTE=lkruel;8006]it should say on the generic browser thumbnail?[/QUOTE]
No, i’m talking about a script that counts the number of vertices in Maya.
In Maya, you can get geometry stats on objects by enabling the “Poly Count” HUD. The first numeric column provides stats for the entire scene. The second numeric column displays the stats for the current selection. The third numeric column displays stats on the current component selection.
Display -> Heads Up Display -> Poly Count
the generic browser vert count is the really accurate one. based on materials and/or number of bone influences per mesh, the psk exporter could chunk your mesh and create more vertices than maya is reporting.
[QUOTE=jeremyc;8012]the generic browser vert count is the really accurate one. based on materials and/or number of bone influences per mesh, the psk exporter could chunk your mesh and create more vertices than maya is reporting.[/QUOTE]
exactly
what are you trying to accomplish?
We have modified some of the commandlets to spit out vertex information, so that we can do asset management better. Are you trying to catch high polys from comming in? or getting a way to report what you have in game?
[QUOTE=lkruel;8015]what are you trying to accomplish?
We have modified some of the commandlets to spit out vertex information, so that we can do asset management better. Are you trying to catch high polys from comming in? or getting a way to report what you have in game?[/QUOTE]
In game
Then modify (or get someone to) modify the pkginfo commandlet, by adding the extra information to the mesh’s exports.