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XMesh Saver MX Advanced Settings Rollout


These controls define some more advanced settings that are not used very often and are thus not part of the Save Options rollout. Usually the user will set them up once and leave them at the preferred defaults.

>Ignore Empty Meshes
When checked (default), objects that have no geometry (zero vertices and faces) will be skipped. When unchecked, empty objects will produce an error and no data will be saved. You should only uncheck this option if you consider empty meshes a bug and don't want to allow the saving of such objects.
>Ignore Topology Changes
When checked (default), objects with changing topology will be saved. When unchecked, changing topology will produce an error and no data will be saved. You should uncheck this option only if you intend to use the vertex data of the XMesh sequence as a replacement for PointCache and require consistent topology between frames. (An XMesh Modifier for 3ds Max exists as replacement for PointCache, but is not part of the current XMesh package).
>Compress Data Files
When checked (default), the .XMDAT files used to store the various mesh channels will be compressed. When unchecked, the .XMDAT files will be stored without compression, potentially increasing the saving performance at significant disk space cost. This option is not sticky between sessions and will revert back to checked after a restart of 3ds Max!
When an object has no material,
Choose what action to take when ">Save Material Library" is enabled, but the source object does not have a material.
DO NOTHING - Use No Material or an Empty Sub-Material
In this mode, no material replacement will be generated. When loaded, the mesh will use no material, or, if a multi-material was created for the XMesh Loader, an empty sub-material will be used.
Use DEFAULT GRAY Standard Stand-In Material
In this mode, a default standard stand-in material will be created and assigned to all objects that don't have a material at saving time. 
Use RED NEON Standard Stand-In Material
In this mode, a standard stand-in material with a red diffuse and self-illumination channels will be assigned to all objects that don't have a material at saving time. This is useful for debugging purposes, since it shows all material-less objects in a signal color.
Use OBJECT COLOR Standard Stand-In Material
In this mode, a standard stand-in material with a diffuse color matching the wireframe (object) color of each object that has no material assigned will be created. This is useful when there are no materials assigned yet, but you want your XMesh Loaders to look exactly like the objects being cached.
When an XMesh Loader is created from saved Source Objects,
Choose what to do with the saved objects to take when ">Create XMesh Loaders" is enabled.
DO NOTHING - Leave the Source Objects Untouched
In this mode, the source objects will be cached and XMesh Loaders will be created on top of them, without modifying the source's properties or visilibity. This is useful when caching Particle Flow or Thinking Particles, or when making sure that the saved XMesh matches perfectly the source objects.
FREEZE the Source Objects
In this mode, the source objects will be frozen after caching, allowing easier viewport selection of their XMesh counterparts.  There will still be a lot of Z-fighting since the sources and the caches will occupy the same space.
Switch Source Objects to BOUNDING BOX display
In this mode, the source objects will be switched to bounding box display, thus remaining in the viewport and selectable, but avoiding Z-fighting due to overlaps with the XMesh Loaders.
HIDE the Source Objects
In this mode, the source objects will be hidden to be replaced in the viewport by their XMesh Loaders.
Turn OFF the Source Object's Renderable property
In this mode, the source objects will stop rendering but will still remain fully visible and selectable in the viewports.
Turn OFF Renderable property and Switch Source Objects to BOUNDING BOX display
In this mode, the source objects will stop rendering and will remain selectable in the viewports but won't Z-fight with their XMesh Loaders.
XMesh Loader Viewport Settings:
Display Mode
This drop-down list provides the same options as the XMesh Loader's Loading rollout:
Display FULL Mesh
The full mesh (either the render mesh, or the proxy, if one was generated) will be displayed without any optimizations.
The Bounding Box of the XMesh geometry will be displayed in the viewports. The Bounding Box information is stored in the XMesh XML header file and does NOT require any access and decompression of geometry data to figure out, so this is the FASTEST preview mode available.
Display a Percentage of VERTICES
Only the Vertex list will be decompressed and a user-defined fraction of the vertices will be drawn in the viewports as dots. This mode skips the loading of all other channels and shows much more info than the bounding box mode about the actual geometry stored in the cache files.
Display a Percentage of FACES
The whole mesh will be loaded from disk, but only a fraction of the faces will be actually sent to the graphics card. This mode is useful when dealing with very large caches (millions of polygons), but you still want to get a fair idea about the topology of the mesh without displaying every single polygon.
DISABLE Mesh Display
In this mode, the viewport display of the XMesh Loader will be turned off, providing maximum speed with zero viewport feedback.
Viewport Percentage value
Controls the Percentage of Vertices or Faces depending on the Display Mode (see above). In all other modes it will be grayed out.
>Open Log On Errors
When checked, the Log Window will open automatically to show relevant output. When unchecked, it will stay closed unless the user opens it manually using the "Open Log Window" button.
Log Window Filter Level
This drop-down list controls the filter level of the Log Window. It doubles for the Menu controls inside the Log Window itself. The default Log Level is WARNINGS. Higher levels like PROGRESS, STATS and DEBUG can be used to get more information about the operations performed by the XMesh Saver, but can slow down the export due to the amount of text output.
Open Log Window
Pressing this button will open the XMesh Saver Log Window.
Configure License...
Opens the License Configuration Dialog.

Note that a License will be acquired only during the actual saving process and not when the XMesh Saver dialog is opened. This means that multiple workstations can have the XMesh Saver dialog open at the same time as long as they are not attempting to save simultaneously. A floating license will be returned when the saving finishes.