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
> 
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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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