Jan,

So you have this setup?:
lod->man1.hi-res
   \->man1.med-res
   \->man1.low-res

How did you manage the animations between the LOD's?  For instance,
switching from the low-res to the high-res, won't the walking animation
restart, or be in a different position?

I think we discussed this before, but I thought you replaced all the
different submeshes with LODs; not the whole model.

Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Tuesday, April 17, 2007 14:07
To: osg users
Subject: Re: [osg-users] cal3d lod

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Hi Zach,

Zach Deedler wrote:
> Hi Jan,
> 
> We are using 3D studio max.  Are you saying that there may be a way to 
> mark edges within 3D studio max?

This I do not know, I am not using Max. However, the Blender exporter seemed
to be written in such way that it was looking for the material boundaries
and was trying to preserve those, the idea being that e.g.
head has a different texture than a torso so you will not collapse head into
a torso, only polygons on the head. This was done by the exporter, I am not
aware of any semi-automatic or manual process. That would be impractical
anyway, we are talking about labeling all *edges* which there could be
several tens of thousands on a high-res model.

> 
> On average, the exporter exports reductions of about 50 vertices per 
> submesh.  This is not very helpful with submeshes of about 400 vertices.

No idea here, sorry. The exporter could be buggy or not fully implemented.

> Our alternative is to export multiple times some static meshes.  To do 
> this, I tried exporting a body0-low.xmf mesh, but it doesn't animate
properly.
> (The vertices are all over the place).

I had this working fine, but I was loading the whole Cal3D model several
times (several models corresponding to different LODs) and used osg::LOD to
switch among them. If the animation is off then your rig is attached wrong -
my guess is that you are only replacing a mesh in the Cal3D engine on the
fly and then, of course, the vertex indices do not match between the
original and the lower res. mesh. The skinning will then nicely explode the
guy all over the place :D

Jan

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