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Zach Deedler wrote:
> 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 didn't have that issue because we were driving the skeleton externally
 and used Cal3D only for skinning. So the skeletons were forced into the
same position from a common external skeleton driven by our in-house
animation library. That is not the most common use case, I admit.

However, I believe that the synchronization could be done, but you will
have manually set the position within the current animation when you
switch the LOD. An on-update callback could do that.

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

No, the whole model. It will not work with submeshes - if you replace a
submesh, let's say for the torso, you will have to completely change the
skinning parameters to adapt to the new topology of the mesh (different
number of vertices). Perhaps that is possible too, but I am not aware of
an API to do so easily.

The system of adding and removing submeshes seems to be intended more
for attaching e.g. armor or weapons/tools to the guys, not for
implementing LOD levels.

Jan
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