v1.008 sorted out the bug, so a crop of 50+ was no problem.
Quote: "Have you had any luck with importing models from elsewhere say milkshape but using the same file structure? ......... BTW what model are you pulling the lod settings from? I've been using the overgrown crypt, maybe I need to use something else."
I have not tried Milkshape for LOD yet, because FragMOTION is handling it for me so far. I do use both and I actually prefer milkshape for animating.
I made a base to start from using the stock buildings sandstone structure 1.
Just clicked the first group (LOD_0), then select EDIT > DELETE MESH SELECTION > ALL
That deletes the mesh but not the group.
Do that for all 3 groups, then save the file for a base to start from.
Now, you can open that file to create your new meshes.
If you create 20 new groups when making your LOD_0 mesh, then that is ok, you just have to assign them to the LOD group by double clicking them, then right clicking LOD_0 group then select ADD SELECTION TO GROUP.
Once you have finished adding all of them to their new LOD group, just get rid of the excess groups.
Now, one by one, right click your groups you created and select DELETE.
You should end up with just the LOD groups, which should have a prefix (that stock building uses mesh_ as the prefix as in mesh_LOD_0) or else it will not work as stated above in this thread.
I hope this makes sense for fellow FragMOTION users, because this is a great new feature that is a must for populating our outdoor scenes without creating a massive drop in FPS. This method uses only FragMOTION and the bone structure of that stock model. It should be ok to use that bone structure since it is the only way to make it work. In other words, any working model using this LOD has to be set up this way to work so they will all look alike now matter how many are done from scratch. Maybe TGC will chime in and give us formal permission to use the stock LOD bones, so we can use FragMOTION for reloaded LOD models. I'll ask Rick if it would be okay to post an UGH file of those bones for you guys, so we can avoid the ParentNode thing and get started with this stuff.