For the complete documentation index, see llms.txt. This page is also available as Markdown.

Mesh Optimizer

Imported clothing is often far heavier than it needs to be β€” duplicate vertices, messy geometry and no LODs. The Mesh Optimizer cleans a model up and cuts its polygon count while keeping it looking right, so your pack streams smoothly in-game.

The Mesh Optimizer is a premium feature.

The pipeline

Optimizing a mesh runs four stages, in order:

  1. Cleanup β€” removes degenerate and unused geometry.

  2. Weld β€” merges duplicate/coincident vertices so the surface is continuous.

  3. QEM decimate β€” reduces the triangle count using quadric error metrics, which keeps the silhouette and important detail while dropping redundant polygons.

  4. LOD generation β€” builds lower-detail levels the game swaps to at distance.

The decimation is seam- and bone-aware, so UV borders and skinning weights are respected β€” the model still textures and moves correctly after optimizing.

Before you commit

A live before / after wireframe lets you compare the original and the optimized result side by side. Dial the target in until you're happy with the trade-off between file size and quality before you apply anything.

Applying and undoing

  • Optimized meshes flow straight into the build and update the live preview immediately.

  • Every optimization writes a backup (.optbak). Restore from backup any time to return to the original mesh.