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Unresponsive behaviour on systems with NVIDIA cards

in

Problem:
On some systems with NVIDIA graphics cards Balancer is slow
and unresponsive when loading and navigating.

Solution:
Disable 'Threaded optimization' in 'Manage 3D Settings'
of the NVIDIA card Control Panel.

OSX 10.6.8 Questions...

in

Hey guys...

thank you for this GREAT tool. I have a few questions or maybe even requests for the OSX Version.

1. Balancer NEVER remembers ANY settings of the window size or if it was last opened full screen and such!?
2. It doesn't remember any directory path!?
3. It does not remember any tool settings (i.e. show tex boundaries, show normal boundaries, ...)!?

Those simple things alone would make my life complete ; Wink Innocent

One more thing... I recorded random crashes on OSX when loading OBJ files exported from Modo 501!? Any clue what could be the reason for that?

Regards,

Interesting behaviour

in

I have pack of models. When I loaded them into ballancer, it not allowed me to decimate cca under 40 percent (from 28k poly to 12k poly). I found out, that if I load these models to 3dsmax and export again, ballancer allows me to go easily on 200 poly, with 2k poly still good quality. I really dont understand, why reimporting these meshes alowed better decimation. Any idea? It is not general rule, I tryed on other models and no effect.

How do I weld or join vertices?

in

Let me start by saying I'm not a 3d modeler, and I very new to this.

I'm trying to use balancer to create LOD's of Daz3d figures, and I notice someone from Atangeo mention in this thread: http://forum.daz3d.com/viewtopic.php?p=2006305 to use "weld groups" and "join vertices" to close off seams and gaps in a decimated model.

How exactly do I do this? I see it mentioned in some menus but I have no idea what to do.

The model decimated beautiful but when I look at it it has definitive seams in certain places (usually where joints meet, like elbows, crotch, knees).

Reduced models not syncing with textures

in

I bring a 253560 face model and reduce it, have tried various reductions, and update normals then save in the same OBJ folder but with a different name. Have tried saving it different folder as well.

My work flow is exporting a model out of MindCad (OBJ) then into Rhino to check for textures then save as OBJ.

I did see posts on redirecting the .mtl file which wasnt really clear. I did open the .mtl file but saw no reference to location. How does the mtl file work or how does Balancer do the whole redirect thing with textures?

Thanks

Dave

Do reduced objects keep the exact same topology every time?

in

Hi. I was wondering when reducing an object, does it keep the exact same arrangement of polygons everytime you reduce it?

FOr example, if I import a model and reduce it to 10,000 polygons, and then import the high ply model again and reduce it to 10,000 polygons, will the polygones be in the exact same place as before?

The reason I'm asking is because I have a really high polygon character model that has lots of facial morphs. I thought I would reduce the model each time with a different face morph for blending purposes.

deleting items out of mesh?

in

Hi, firstly I have to say that Balancer is really REALLY amazing.

I was looking through the mesh list on the side and noticed these little eye icons for hiding things. It'd be really great if there were a way to just erase items out of the list completly so that they wouldn't export at all. I know that sounds crazy, but sometimes I'd have to import a mesh with oberlapping parts, and if I could just get rid of some of the parts there by hiding groups, that would be cool. Or just making it so that only certain parts get exported while others don't.

Can we already do that? If so, how?

Exporting double sided polygons

in

I have objects which I can see through when I'm inside of it. These have onesided polys.
The materials are doublesided but I can't see them in preview mode in Poser.

I know it's not exactly Balancers task but maybe it can do it? ...making onesided to double sided without doubling the faces.

I know a way around this if I duplicate the object and reverse normals, but then I'll get twice as much polycount.

Do you have any idea about that?

Thanks

Roof disappear under 40% simplifying

in

Roof disappear under 40% simplifying.
I would like to reduce the polycount of a little house to 1300 from an original count of 5900
But unfortunately the roof the walls and windows will be deformed.

Do you know a way around this?
Thanks

1.1.4.256 crashes on OSX 10.6.5

in

Looks like the paid and demo version almost always quite when opening sample object. It also randomly crashes after the simplify and after save button presses.

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