The tyOptimize modifier can be used to optimize meshes and reduce their face/vertex count.
The “ProOptimizer” engine uses 3ds Max’s native ProOptimizer modifier’s core algorithms to perform mesh optimizations. Unlike the native ProOptimizer modifier, the tyOptimize modifier does not require users to press “Calculate” before results can be computed. This allows you to place the modifier on changing/animated meshes, without the need to press a button in the UI each time the input mesh changes.
The ProOptimizer engine can be used to optimize meshes.
Vertex %: controls how optimized output meshes will aim to be, as a percent of original vertex count.
Keep material boundaries: material boundaries (edges that border separate material IDs) will not be optimized.
Preserve UVs: ensures that mesh map channels are adjusted to account for vertices removed by the optimization process.
Preserve selection: when enabled, selected vertices will not be optimized.
Invert selection: when enabled, the vertex selection will be inverted.
The Spline Optimizer engine can be used to optimize splines.
Angle threshold: knots whose adjacent spline segments are angled at less than the specified number of degrees will be removed.
Min distance: knots that are within this distance to a neighboring knot will be removed.