Game Development Community

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.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
07/10/2007 (3:38 am)
You need to use the same Armature for all the LODs, use the Armature modifier. And better install the last exporter version, there were changes in Blender animation a few versions ago.
#2
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
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)
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#7
07/10/2007 (11:07 am)
Hmm. Thanks for the info. :)