Palle Raabjerg and I rewrote most of the Cal3D exporter for Blender (he as a Google SOC project and myself just out of curiosity) that is currently in Cal3D SVN (I also put up the new funky website!). I didn't write any of the LOD code however, and I can confirm it is certainly not in a working state at the moment; I do plan on revisiting it eventually. There isn't a lot of activity lately unfortunately, but I don't believe the project is dead...
On Tue, 2007-04-17 at 17:05 -0400, Zach Deedler wrote: > 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 > > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > 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 > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.4.7 (GNU/Linux) > Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org > > iD8DBQFGJTG9n11XseNj94gRAjWXAJ0bydUoqWVPiXnoOpNRDYd+/nusBgCfTS/7 > /soMZSSAeELwuCPHHhVjJT0= > =iCUR > -----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/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
