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BUSH FINAL TOUCHES + ANIMATION PART 02

In this video I join all the bush’s separate parts into a single object with Ctrl J, then reduce its heavy polygon count using two staged Decimate modifiers, applying one at a time (around 0.75 combined) to keep control over quality while checking that the branches and foliage still hold up visually. Once optimized, I reuse the wind Displace modifier from the flower asset by copying it over with Ctrl L, matching scale first. To control which parts sway, I select faces sharing the trunk’s material using Select Similar by Material, assign them to a vertex group, and paint the Weight Paint mask so mainly the tips of branches move, fixing an issue where animated leaves were clipping through nearby stiff branches. I fine tune wind strength and noise scale, keep an eye on the FPS counter to judge playback smoothness, and refine the weight paint selection further by hand for a natural, organic sway before calling the bush finished: joined, optimized, and animated.