Specifies the node compression mode to use for the entire model. The load due to both the matrix computations and the amount of memory used can be reduced by lowering the number of nodes.
Nodes (bones) output to the intermediate file will be compressed, but data saved in the DCC tool will not be changed.
| Mode | Description |
| None | Do not compress nodes. Outputs the hierarchical structure used in the DCC tool as-is. |
| Cull Useless Node | Deletes the nodes that are not required to display the model located at the end of the hierarchical structure and then exports. This is useful for models that use skinning. Notes for which the uncompressible flag has been set are not compressed. |
| Cull Uninfluential Node | In addition to the processing performed when Cull Useless Node is specified, nodes whose matrices can be merged are merged and output. Generally, the number of nodes are reduced even more than with Cull Useless Node, but the following limit is placed on the Scale value. An uneven Scale value (a scale value where X, Y, and Z are not the same) must not be set for nodes that have children. A model may not be displayed correctly if compression is performed on a node that does not observe this limitation or on any children of such a node. All frames must respect the limitation described above when a scale value is being animated. Notes for which the uncompressible flag has been set are not compressed. |
| Unite Compressible Node | Nodes for which the uncompressible flag has been set are gathered. Do not select this mode when using skinning. The same scale-related limitations apply here as they do for Cull Uninfluential Node. |
| Unite All Node | Gathers nodes and outputs all polygons using global coordinates. (Name of the root node is used for node name.) Do not select this mode when using skinning. The same scale-related limitations apply here as they do for Cull Uninfluential Node. |
Unite Below Node has been deprecated.Specifies that the material be compressed.
No compression is performed if None is specified. If Compress Same Material is specified, materials that have the same attribute are compressed and gathered for output.
Materials for which Compress has been set to Don’t compress using the plug-in for setting material attributes (NW4C Set Material Attribute) are not compressed.
Optimize Primitive optimizes polygon primitives and then outputs.
This reduces the drawing process load compared to when set to OFF.
Optimization is made to adjust the arrangement of triangles to increase the hit rate of the vertex cache inside the GPU.
The degree of improvement varies depending on data content and rendering conditions.
Improvement in performance can be expected under conditions where vertex processing has become a bottleneck.
Conversion from a skeletal model (skin model) to a model is performed if set to ON.
Conversion from a skeletal model (or skin model) to a model
Models have a simpler structure than skeletal models and can be handled more efficiently by the actual hardware.
During model conversion, all bones are combined and skeleton information (the hierarchical structure) is lost.
Skeleton information is destroyed, making it impossible to use skeletal animation and billboarding.
Regarding the eliminated of the disable SkeletalModel-Simplification option
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