I spoke too soon.  I am able to replace a submesh and have the animations
still work.  Just had to modify the model properly in 3d studio max.  Looks
like I'll just have to modify rbody to paste all the meshes/submeshes
together with LODs.  I'm pretty sure this should be possible.


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Tuesday, April 17, 2007 16:45
To: osg users
Subject: Re: [osg-users] cal3d lod

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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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