Exporting LOD for a rigged character
by Daniel Buckmaster · in Artist Corner · 07/10/2007 (3:29 am) · 7 replies
I'm good with exporting static shapes, but now I want to create a full character in Blender. I've creaed a character (cube man...) and armature, set it all up properly for Torque... but how do I set it up to export multiple LODs? I assume that since under the DetailX node you have an armature, then under that armature you have the character object, correct? So I have three Detail nodes (64, 128, 256), three armatures, and three characters. My organisation looks something like:
--Shape
----Detail64
------Armature64
--------Mesh64
----Detail128
------Armature128
--------Mesh128
----Detail256
------Armature256
--------Mesh256
However, when I've exported it, only the highest level of detail is visible - when I move further away, the model becomes invisible. I'm using the exporter version 0.91.
--Shape
----Detail64
------Armature64
--------Mesh64
----Detail128
------Armature128
--------Mesh128
----Detail256
------Armature256
--------Mesh256
However, when I've exported it, only the highest level of detail is visible - when I move further away, the model becomes invisible. I'm using the exporter version 0.91.
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
EDIT: Doesn't seem to be working. What should my hierarchy look like? I've tried two ways-
--Shape (empty)
----Detail256 (empty)
------Armature (bones)
--------Mesh256 (mesh/object)
------Mesh128 (mesh/object with Armature modifier to Armature)
------Mesh64 (as Mesh128)
----Detail128 (empty)
----Detail64 (empty)
and
--Shape
----Detail256
------Armature
--------All three meshes as children
----Detail 128
----Detail 64
Both times I get the same result.
07/10/2007 (5:55 am)
Thanks for the tip - and yeah, I'm working on a computer that doesn't have the internet - I just need to be bothered taking the latest release over there and installing it.EDIT: Doesn't seem to be working. What should my hierarchy look like? I've tried two ways-
--Shape (empty)
----Detail256 (empty)
------Armature (bones)
--------Mesh256 (mesh/object)
------Mesh128 (mesh/object with Armature modifier to Armature)
------Mesh64 (as Mesh128)
----Detail128 (empty)
----Detail64 (empty)
and
--Shape
----Detail256
------Armature
--------All three meshes as children
----Detail 128
----Detail 64
Both times I get the same result.
#3
07/10/2007 (7:23 am)
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#4
07/10/2007 (7:28 am)
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#5
One more question - on LOD in general. What do th numbers represent? I am led to believe it's the character's height on screen, but I have to get ridiculously close to my test man to see the 256 detail level - he's much taller than 256 pixels by then.
07/10/2007 (8:55 am)
Huh. Okay, that was stupid. Thanks for pointing out the obvious (not being sarcastic here, even though it sounds like it :P).One more question - on LOD in general. What do th numbers represent? I am led to believe it's the character's height on screen, but I have to get ridiculously close to my test man to see the 256 detail level - he's much taller than 256 pixels by then.
#6
07/10/2007 (9:29 am)
...
#7
07/10/2007 (11:07 am)
Hmm. Thanks for the info. :)
Torque Owner Gustavo Munoz