Solved any way to merge or fuse clothing into one?

Mm3

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hi, i have a question about clothing.
in my scenes i add a lot of clothing to my characters and they take a ton of fps so i was thinking if there is a way to merge or fuse all clothing into one so they wont be separated?
I'm not sure if its possible or if it will help with fps.
 
Solution
No. You can't merge clothing with VAM. This is an external procedure and you'd need each mesh for the clothes, then reauthor them to a single mesh, then rewrap/import them.

Beyond that, no, merging clothes won't help on performances. If we consider clothes without sim, GPU are eating polygons for breakfast nowadays... so unless you'd throw several 100K of polys or even 1 million, it's highly unlikely to affect the perfs. In other words: having two objects at 30K polys, or one object at 30K polys won't change a thing.

The real offender is the polycount combined with sim. So if a piece of clothing is killing the framerate, it's better to look at the polycount and how the sim was made and fix that.
No. You can't merge clothing with VAM. This is an external procedure and you'd need each mesh for the clothes, then reauthor them to a single mesh, then rewrap/import them.

Beyond that, no, merging clothes won't help on performances. If we consider clothes without sim, GPU are eating polygons for breakfast nowadays... so unless you'd throw several 100K of polys or even 1 million, it's highly unlikely to affect the perfs. In other words: having two objects at 30K polys, or one object at 30K polys won't change a thing.

The real offender is the polycount combined with sim. So if a piece of clothing is killing the framerate, it's better to look at the polycount and how the sim was made and fix that.
 
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Solution
No. You can't merge clothing with VAM. This is an external procedure and you'd need each mesh for the clothes, then reauthor them to a single mesh, then rewrap/import them.

Beyond that, no, merging clothes won't help on performances. If we consider clothes without sim, GPU are eating polygons for breakfast nowadays... so unless you'd throw several 100K of polys or even 1 million, it's highly unlikely to affect the perfs. In other words: having two objects at 30K polys, or one object at 30K polys won't change a thing.

The real offender is the polycount combined with sim. So if a piece of clothing is killing the framerate, it's better to look at the polycount and how the sim was made and fix that.
Thanks for the explanation
Kinda bummed though
 
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