Game Development Community

hiding MultiRes mesh?

by Kevin Mitchell · in Artist Corner · 01/02/2010 (8:39 am) · 5 replies

So i've got me character made and used doit to LOD me it made a MultiRes::bodymesh. I'm thinking this should not show when I load it into the game but it dose. How do you hide the MultiRes::bodymesh LOD Model?

#1
01/02/2010 (11:55 am)
Slightly baffled about what MultiRes is ... but ... LOD meshes are supposed to be either parented to the LOD detail node or reference it - depending on whether you're using dts or dae. Check the relevant docs for hierarchy in support->docs->artists.

Apologies if I've got the wrong end of the stick here.
#2
01/02/2010 (2:08 pm)
MultiRes is whats used by 3DS Max to LOD you mesh based on percentage or poly count. But I did not know you had to link the LOD meshes to the detail nodes. I didn't see that on the hiericy image in docs.

To be certain the link is.

biped -> detail2 detail16 detail24 detail46 detail64

and then

detail2-> mesh2

and so on?
#3
01/02/2010 (3:29 pm)
I believe so, though don't use Max, but that's how dts works.

Though remember it's a falling scale so if mesh1 = detail128, mesh2 = detail64, mesh3 = detail32, etc.
#4
01/03/2010 (12:05 pm)
Multires meshes for bones deforming characters should be linked as a child of the character model with the skin modifier on it.

Orc (skin modifier)
-- Multires::Orc (multires modifier)

With regards to manually creating each and every LOD level. Technicly as long as theyre on the DTS hierarchy tree they should export, but general "good" practice is to link them with the other meshes at the same level (ie. somtimes called "start01" but really can be named anything). As for why this is good practice, its simply because it groups the actual display or mounting nodes in the same area (you already know what detail level the shape belongs to via the trailing number).

base01
-- detail2
-- detail64
-- start01
---- mesh_2
---- mesh_64
#5
01/03/2010 (2:16 pm)
Ok doit dose this but theres a problem the

-- Multires::Orc (multires modifier)

Shows up in the game and shape editor...