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t=trackviewnodes;n=t[#Max_MotionClip_Manager];deleteTrackViewController t n.

cont roller;gc() freescenebitmaps() clearUndoBuffer() gc()

Other tips: - First and foremost try not using,or using the less other windows aplications,w hile running Max. - Texture maps showing in viewports eats a lot of memory especially if you have 2k res textures,and "match bitmap as closely as possible" is turned on.Try to av oid as much as possible showing maps in viewport,and uncheck "match bitmap as cl osely as possible in: Customize > preferences > viewports > configure drive.You may set "Show material s in Viewport as Standard Display" in material editor as well.You can also type a maxscript in the lower left of max to clear texture memory:"freescenebitmaps() " - Try to avoid using Turbosmooth or Meshsmooth on objects in viewport especially collapsing them with the objects. - Try using render iterations instead where you just can.Imagine you have hundre ds of objects and the half of them have Turbosmooth and Meshsmooth on it,and you have to zoom out to see the whole scene or change the camera view.This will mak e Max very agressive.On complex scenes before you zoom out,and try to rotate or move the camera select your objects and check "display as box" in the object pro perties.This saves a lot of memory,and after you have set the correct view deact ivate it again. - Use the layer manager,and hide all the objects you don't need,you can activate "display as box" on them as well before hiding. - On complex scenes try to set lights and materials,and use viewport background at the very end before you render scene. - Activeshade.One of the biggest enemy of your memory and processor time.Try to avoid moving and rotating the camera while you're in activeshade forcing this wa y the viewport to refresh the preview all the time. - Undo,Redo.Forcing Max to remember all the steps and changes in your scene forw ard and backward eats a lot of memory. In "Customise > Preferences > General > S cene Undo" set the less number you think you still work safe.You can also type i n maxscript: "clearUndoBuffer()" /on the lower left corner of Max./This clears y our Undo's,but before you clear check your scene,and save. -Modifiers.The more modifiers are on top of each other on an ombject,the more me mory will max eat up.Where not necessary collapse them with your object.(Except meshsmooth and turbosmooth,etc.) - Renderer.Please read all the descriptions about your chosen renderer,how is it working,where you can set memory handling etc.Try to figure out how you can do the fastest and highest quality renders with the less usage of memory and proces sor time.

Work safe,work smart,save often. -but now you want to look under the reactor panel. Open up the collisions menu, and if it says it is storing any collisions, hit the clear button.

http://www.characterink.com/2010/10/25/quick-tip-1-free-up-memory-in-3ds-max/

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