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How to clean model.
show user profile  K u r a i
In Sketchup there is a script you can use to CLEAN your model of useless stuff. Everytime you import a model or texture into SU, even if you delete it... it's still there in the background and bloats the file.

Does this happen in Max?
Is there a script or procedure to clean the model?

I have 12GB of Ram but the model sometimes goes from Shaded to Wireframe, which means Max is struggling. I want to try and smooth things so I don't have this problem.

 photo puzzled_zpsdf931df2.jpg

read 850 times
9/23/2014 10:34:34 AM (last edit: 9/23/2014 10:35:45 AM)
show user profile  Seyren
Im not an expert but maybe the optimize modificar can help you in this issue, it may wreck the UV map thought if it's a complex mesh.
read 840 times
9/23/2014 10:39:39 AM (last edit: 9/23/2014 10:39:39 AM)
show user profile  3joez
In Max you don't need to clean stuff. Different types of problems related to that could be:

  • Isolated vertices

  • Null objects created by deleting all subobjects

  • texture path uncorrectly assigned

  • coplanar surfaces

  • unused layers (especially if you import from Autocad)

  • unwelded vertices

read 823 times
9/23/2014 11:47:25 AM (last edit: 9/23/2014 11:47:25 AM)
show user profile  K u r a i
I have a script called RE-LINK BITMAPS. I deleted all the maps that were not linked, about 15 maps.
That has helped alot. I suppose it's wise to assign all the bitmaps at the end.

The rest of the possible stuff you mentioned I don't understand, but I do try and create the model
as clean and tidy as possible. Cos I am new I labour on things for hours.

I just discovered the Isolate selection toggle. Very big help.

read 817 times
9/23/2014 11:59:04 AM (last edit: 9/23/2014 11:59:40 AM)
show user profile  3joez
Isolated vertices: vertices not being part of a surface
Empty or null objects: empty entities, with the transform gizmo still active, but nothing is being transformed, actually
Coplanar surfaces: two surfaces on the same exact place
unwelded vertices: two vertices on the same place (or really close) can become one by welding them

Hope that helps
read 808 times
9/23/2014 12:32:52 PM (last edit: 9/23/2014 12:33:02 PM)
show user profile  FX
Check out "xView", can give you a pretty good idea where overlaps and errors are.,topicNumber=d30e42645

also the STL Check modifier does something similar

both allow you to select the results.
read 803 times
9/23/2014 12:36:39 PM (last edit: 9/23/2014 12:36:39 PM)
show user profile  FX
Haven't tried it but this may be better....

Mesh Fixing Tools

read 796 times
9/23/2014 12:44:02 PM (last edit: 9/23/2014 12:44:25 PM)
show user profile  K u r a i
Thanks FX... I should really call you... The Godfather.

I have downloaded the Mesh Fixing Tools script and will give it a blast.

I have been using a custom config of my viewports (on the bottom left where you can re-arrange them into whatever you like). When I go back to the original QUAD Max config it seems to work better and not get so slow.

I will update soon to Max 2015 cos they have speeded up the viewport nav.
And also, the new Align to Surface tool which seems brilliant.

read 783 times
9/23/2014 3:01:30 PM (last edit: 9/23/2014 3:01:30 PM)
show user profile  owtdor
Did you get the answer you needed, or is your viewport still switching from shaded mode to outline mode? There used to be a "Degredation Override" toggle with the "O" key. With it toggled on, the shaded view would switch to bounding boxes when maneuvering in the viewports, and with it toggled off it would keep shaded view at all times (or whichever view you have selected e.g. shaded, wireframe, wireframe on shaded, etc)

read 757 times
9/24/2014 2:10:50 AM (last edit: 9/24/2014 2:10:50 AM)
show user profile  LionDebt
In the maxscript box type:


this'll run a good ol' fashion garbage collect.


this is similar to above but specifically cleans/wipes texture memory.



does exactly what it says on the tin. Sometimes having a near-infinite undo history stored, with a few complex operations - this can and will make 3DSMax eat your RAM like a starved chichuahua that's fallen into a bathtub full of hotdogs and slow roasted beef shreddings.

I've made it into a script and bound a key to it. Whenever I feel max is going to slowly I bash it.


What file format are you exporting to (from SketchUp)?

What other info can you give us? Is the model rigged? Animated? Heavily textured? Poly count? etc. etc. etc.
read 754 times
9/24/2014 2:34:49 AM (last edit: 9/24/2014 2:36:52 AM)
show user profile  K u r a i
Wow. Proper answers...thanks are more details:

1. What FX suggested with the MeshFix script did not work for me. I loaded Meshfix and it's there installed but there is no activate button. Forget that anyway. I deleted it.

2. I don't have an autosave to save memory. I use Ctrl S.

3. My Undo history is 50...which is low..

4. I tired putting gc() onto a toolbar from the Listener, but I cannot do it. I quickly forget what scripts I have if they are not assigned. Freescenebitmaps() seems useful too. Please can you send me a copy of the ClearUndoBuffer(). I use Max 2014.

If you look at the thread "Black too black to see" you will see what I am working on. I am importing objects and changing them to fit my seen... taking kitchens and stairs apart and rearranging them.

Also, there are questions on this thread too that remain unanswered.

Where the problem arises is when I hold down the Shift + LMB to attach something or move something using the magnetic snaps tool. It all goes wireframe and then I cannot see what I am doing.

The wireframe has started again. It does it when I select Grouped Objects like the table and chairs and try and move all turns to wireframe and slows right down.

I have a 1GB Graphics card running Nitrous and 12GB of Ram. i7 27" iMac.

I COULD CHANGE THEM THAT COULD SOLVE THE PROBLEM. Do other people get this problem...when specific imports cause slowdown?

 photo Screenshot2_zpsb0b13a27.png

read 735 times
9/24/2014 8:32:12 AM (last edit: 9/24/2014 10:05:00 AM)
show user profile  FX
"It all goes wireframe and then I cannot see what I am doing."

read 732 times
9/24/2014 8:50:47 AM (last edit: 9/24/2014 8:50:47 AM)
show user profile  3joez
gc() manually? Totally useless. Max does it automatically
read 722 times
9/24/2014 9:02:30 AM (last edit: 9/24/2014 9:02:30 AM)
show user profile  K u r a i
This is worrying me... I came from 32bit Sketchup to Max cos it was 64bit. I hope to avoid slow down issues. Also, in SU you can perge your models to get rid of clutter and reduce file size.

I had the same problem in Sketchup... import a model that is alittle complex like the hanging pendant lights and you get instant slow down.

read 713 times
9/24/2014 9:52:43 AM (last edit: 9/24/2014 9:52:43 AM)
show user profile  K-tonne
max only goes to wireframe if there's something in the scene it can't handle at the speeds at which the rest is displayed- more than likely high poly stuff- and probably in realistic viewport mode because of the shadows, occlusion, lighting etc
as it's only really affected when it's in the viewport then you could put some of the problematic (high poly) meshes in a layer then hide that layer until you need to see the high poly stuff and the rest of your scene should be unaffected
...or not- such is my confidence in max these days :)
layers are on the top bar next to the snaps and animation thingy

Website and Portfolio

read 688 times
9/24/2014 5:12:26 PM (last edit: 9/24/2014 5:12:26 PM)
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