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Zach Deedler wrote:
> 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?

Sure, but you do not do this "in the middle" of doing the calculation.
You move the skeleton to one pose, then deform the skin and render it.
If during the next frame you are deforming another version of the skin
(another LOD level), it doesn't have an effect since the skinning is
recalculated every time.

> 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.

You can have several meshes attached to a skeleton in Cal3D, if I
remember correctly. So switching them shouldn't be an issue. Another
solution which I have used was to just load the whole model (not only
mesh) several times and switch among them using the LOD node in OSG.
Crude, but works. It worked nicely also with the Impostor node - e.g. I
had 3 LOD levels and the 4th one was an Impostor - the guy was replaced
by an autogenerated billboard when too far away, saving on animation and
rendering time. I had over 10 000 Cal3D skeletons rendered like this.

> Does Blender allow you to export an LOD'd Cal3D model? 

The exporter tries to calculate the LOD levels for Cal3D (the mesh
collapsing system), however it doesn't really work, as far as I
remember. Perhaps it was fixed in the meantime, but I doubt it.

The idea was to export one model with the full amount of faces and then
the exporter would generate the required information for Cal3D on how to
collapse the edges based on the information about which piece of mesh is
using which material (i.e. hand collapses only on hand and not into body
so that the hand is not lost). Unfortunately the code didn't work, in
fact it never finished the calculation loop for me :(

Regards,

Jan
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