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3ds Max Export Into Merged Mesh


NickHod
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I have a fairly complex 3ds Max model that, in 3ds Max, is grouped into a parent layer and 5 child layers. I export this to babylon format using the 3ds Max plugin and end up with dozens of separate meshes from the import.
In my app I need about 300 of these models.

If I parent the imported meshes to a simple box, then clone 300 times, my frame rate drops to 2-5 fps.
If I merge all the imported meshes into one mesh with MergeMeshes, then use .createInstance() 300 times, my frame rate remains at 60 ftps. However, the model is now only show with texture.

What's the best way to achieve 300 instances of this model, but textured properly?

I've looked at MultiMaterial, but it's unclear how I'd know vertex indices.
I considered looping through all the meshes in the babylon file. sorting them into meshes that use the same texture, then using MergeMeshes on those. I'd still have more meshes than is ideal.

Is there a smart MergeMeshes function out there that takes care of multiple materials?

Are there any other solutions that I'm missing?

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Hello!

You will be forced to have separated meshes if you have multiple materials. But you can try to merge meshes based on material and then instantiate from there

Also you may want to try to have only one material for all meshes and then play with UV to apply the changes you need

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