Jan, Awesome information. Thanks a lot.
>From what I believe you are telling me is that, we can create the mesh models as one max file, and export them out just as you would before. Thus, if you look at the model in max you see a bunch of overlapping meshes. If I attach LOD's around these then I'm set. What I'll do is have the modeler create the meshes named a certain way, so that I can traverse the scene graph and add the LODs. This is how I was able to switch on and off objects in a models hands. I search for named nodes, and attach switch nodes. If I end up with anything I can give back to the osg community, I'll be sure to post it. I'm thinking we need a document of how to create the LOD cal3d model, and an InsertLODVisitor. Possibly this could be added to the exporters, along with the non-working dynamic LODing. Thanks. Zach -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger Sent: Thursday, March 15, 2007 20:04 To: osg users Subject: Re: [osg-users] cal3d LODs -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 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 -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.5 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD4DBQFF+d7Xn11XseNj94gRAo85AJYvTg0Zm1OsRDejYm9dP09docFCAJ4mNydw SMXQmlUcVc+Apr1NIEx5xg== =p14b -----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/
