Hi Jan, The mesh's vertices are modified by the animation, are they not? Each vertex has a weight on it to determine this. Thus, wouldn't applying an LOD to it cause a problem in the middle of an animation?
Are you saying I should be able to export two cal3d meshes and then hardwire the LOD's in? For example, for a model with a torso, and head; I'd export a low-level LOD and high level LOD for both the torso and head. Then, I could use some traversing code to stitch the model back into one model? I'm just afraid the animation won't allow for the different meshes, but maybe I under-estimated the code. Does Blender allow you to export an LOD'd Cal3D model? Zach -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger Sent: Thursday, March 15, 2007 18:03 To: osg users Subject: Re: [osg-users] cal3d LODs -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hello, Jeremy L. Moles wrote: > On Thu, 2007-03-15 at 16:23 -0400, Zach Deedler wrote: >> Hi Jeremy, >> >> Yeah, I'm trying to figure out how to create discrete levels of >> detail, within the file, and have it animate fluently in the >> transition. Doesn't the cal3d_miniviewer use OpenGL, though, and not OpenSceneGraph? miniviewer uses OpenGL (with GLUT, AFAIK). The animation has nothing to do with LODs, animation will be fluent even through the LOD switch/transition because the skeleton does not change. What changes is the mesh only. Whether the change will be visible or not depends on how fine/coarse are your LOD levels and how is the mesh modelled/textured, not on Cal3D (Cal3D doesn't actually use this "discrete" model of doing LODs). Doing LODs on skeletons too is possible, but that is a completely different issue - how to recalculate the keyframe animations when the skeleton topology changes? Look up motion re-targeting in Google if you are curious about the amount of work this requires. > > Well, there are at least two easy-to-use Cal3D OSG NodeKits--one by > the guys at Underware (which is GPL) and the other (original) which is LGPL. > I'm also working on my own Cal3D NodeKit to do the animation in a > vertex shader (which gives me about 500% performance improvement), > which I'll hopefully have done soon. Is this planned to be released as free (as in freedom) software? That would be mightily cool. I was planning on implementing something like that for a while already but I never seem to get to it - simply too much workload at the moment. > The NodeKit may provide some easy wasy to set the LOD level, but if > not--it's a simple method call to setLodLevel(). setLodLevel() works only if you have defined/exported the "collapsible" LODs that Cal3D can work with. Otherwise it will collapse the mesh in an unpredictable way which you will certainly not like - such as a head or a leg of a guy can disappear because Cal3D has no means to distinguish which edges/faces are more important to preserve than others. The models which come with Cal3D have this defined OK, that's why it works in miniviewer. Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.5 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFF+cKXn11XseNj94gRAvz1AKDrK4fapKhyK1IaJtnmjl2LqpzQ0gCcCEQg 5OVRf0cdVS+WzXMau3pI5Mo= =tBFw -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
