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?
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Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
To be certain the link is.
biped -> detail2 detail16 detail24 detail46 detail64
and then
detail2-> mesh2
and so on?
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
Though remember it's a falling scale so if mesh1 = detail128, mesh2 = detail64, mesh3 = detail32, etc.
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
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
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
-- Multires::Orc (multires modifier)
Shows up in the game and shape editor...
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...
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