Anima 6 with lots of cars

Has anyone successfully imported an Anima 6 scene with over 100 cars into 3dsmax? I’m getting an import script error and max locks up.

Hi @gfa2

Could you please try split that scene in 2 different subscenes and then try to import those? An easy way to do that would be to use the Scene > Save As option to create a copy of the scene, and then remove the opposite half of the content from both.

Is the problem still happening when importing a copy of the same scene with less cars?

If you monitor the resources of your machine in the import process, how much RAM is consumed?

Also, could you please confirm which version of Anima are you using?

I am using Anima 6.1. The problem with splitting the scene up is it’s a long highway so the traffic needs to flow seamlessly throughout the model, so that’s not a viable solution. I will check the RAM usage but I have 512GB of RAM so I seriously doubt that is the problem

Hi @gfa2

If you have version 6.1 installed, then I suggest installing version 6.1.1. This version includes some updates that can prevent crashes like this one.

Regarding the split, even if you have a Highway, you could likely maintain the continuity by separating the roads where vehicles drive in opposite directions. Then you can put both scenes into the same Max file, as long as they are in the same project.

Regarding the RAM, 512 GB of RAM should be more than enough. I also don’t think the problem is there.

I’ve been trying for 14 hours straight to get anything into my Unreal 5.7 scene… It’s a large city scene that includes the entire Bay Bridge. I cut all the cars down to 9 variants and a total of 180 cars on the bridge only, and deleted all the other vehicles in the scene to try to get it to work, but I have had no success. Unreal just crashes after using up all my memory on importing the static meshes of the cars. It’s pretty much impossible, it seems, to do large scenes or even medium scenes with even 9 variants of 180 vehicles so far. The Bay Bridge model has 5 lanes on top and 5 lanes on the lower deck that go in opposite directions… i can’t split it up more. The bridge is about 1km. I only chose 9 vehicle types but it’s still trying to import 455 static meshes and crashes my system after getting to around 250.

Hi @tavershima_shande

For these cases where the 3D scene is complex and you need lots of car instances, it is highly recommended using the new import method introduced in version 6.3.0 which automatically generates LoDs and/or Nanite meshes (if the project is compatible) for the vehicles:

But keep in mind the import process will be significantly more time consuming, about 5 min per vehicle. It won’t be 5 min per vehicle instance, only per each type of vehicle mesh used (color variations will not introduce extra time). So if you are using 1 vehicle model but you have 100 instances of them in your scene, it will take ~5 min and then a few more seconds to set up all the instances.

This option is not selected by default because of the extended import time, but it is definitely better for realtime performance and an optimal use of the resources available.

Please try it and let us know if it solves the problems you have been experiencing.​

is there a similar workflow for 3dsmax?

Hi @gfa2

is there a similar workflow for 3dsmax?

No, both the Nanite meshes and the LoDs for the vehicles are only available in Unreal Engine because they rely in a technology that the Game Engine itself is providing.

Thank you. This is helpful. I found a good workaround to prevent my PC from locking up on long imports of 80 vehicles. I had to import into Unreal in smaller batches, as you suggested. I also changed my GPU delay so it doesn’t think Unreal has become unresponsive after taking a long time to process the imports, and limited my CPU to 99% power usage max, while lowering the process priority for Unreal to low. This way, it slowly but surely finishes the import and setup of all cars without my system locking up.

Thanks @tavershima_shande , I’m glad the information provided was helpful.