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For us, we just modeled one section of a chain, applied "optimize" to reduce the polygons, then we used "array" to duplicate the model. Once the length satisfies us, we grouped all the chain sections together. Then we created a closed-end spline as a path and applied normalize spline. Once these are all set up, you can select the group and open the modifier list and select pathdeform (the normal one not the binding one). We changed a little bit parameters to make it look better.
In this year's animation, our robot has 4 chains. front chains each have 55 models, separated by 1.4cm. for the back chains we have 70 models, and again separated by 1.4 cm. I forgot the number of polygons each link has, but I pretty darn sure that all 4 chains created little to no lagging for the computer while loading. The greatest lag problems was created by the 6 wheels and the sprokes. The wheels have high number of polygons because we want them to be smooth. The sprokes have raytracing on them. In fact, we even added raytrace on the extrusions until later we figure that we just need to add a reflection map and turn down the number.
We used two computers to do most of the modelling and rendering works. Both of them are 1.2 GHz with 1 GB of ram. So for us, modelling these chains are easy. I think everyone with 700 mhz and 128mb or above rams can easily model a detailed chain with raytrace and all those fancy stuff, because I made one using my sucky laptop. It's the robot and the playing field that really cause a major problem. If I'm correct, we have 8-digit polygons. hehe, it's crazy.
Brian
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one fourteen Chief animator
http://www.lahsrobotics.org
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