Product Chat / LOD for imported characters

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Rafhalzer
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Location: Poland
Posted: 16th Aug 2016 08:05
Does anyone knows how to make a LOD for imported character?
How to add in .x file a decimated meshes? What program to use?
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Wolf
Forum Support
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 16th Aug 2016 18:09
Hello Rafhalzer!

Do you already know how to make lower poly versions of your mesh or do you also need a tool for that?

This might help.

To quote from Belidos

Basically you create a model that is multiple copies of the same model as different objects with different levels of detail, each object should be appened with _LOD1 _LOD2 _LOD3 and so on.
So if you had an object called ball and 2 LODS then you would name them the following:

ball
ball_LOD1
ball_LOD2

You then export the model to .x (making sure ALL objects are selected for export).

Then in the FPE add the line LOD code (optional, for changing distances)



The in GameGuru when you test it should automatically switch between the two models depending on the distance set in the FPE
.
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Gtox
3D Media Maker
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Joined: 5th Jun 2014
Location: South Africa
Posted: 16th Aug 2016 18:32
The naming convention seems fairly relaxed - I use LOD_0, LOD_1 etc, and it works fine.
3com
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Location: Catalonia
Posted: 16th Aug 2016 19:49
Quote: "The naming convention seems fairly relaxed - I use LOD_0, LOD_1 etc, and it works fine"

Me too.

@ Rafhalzer
3ds Max have this feature, ignore if fragmotion too.

3com
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Rafhalzer
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Joined: 14th Dec 2011
Location: Poland
Posted: 16th Aug 2016 21:24
Thanks guys,
Quote: "Do you already know how to make lower poly versions of your mesh or do you also need a tool for that?"

I had wrote my own decimator - pretty good

Well, we have an animated character with skinned mesh and skeleton in .x file. We want to make a LOD system for it.
I can make a decimated copies of this file. Now, I have 3 .x files - original (LOD_0) and 2 decimated copies (LOD_1 and LOD_2).
I need a one .x file with 3 different meshes - each mesh has different number of faces but must keep skinweights for proper cooperation with skeleton. How to merge these files?
Or maybe load .x file into 3ds Max (first convert to .fbx), decimate mesh to LOD_1 and LOD_2 mesh and export to .x file?
Does anyone did it with animated character?
Tools for FPSC and GameGuru - ANIMER, MENDER, FBX2GG
Gtox
3D Media Maker
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Location: South Africa
Posted: 17th Aug 2016 05:18
I've found that decimating the mesh doesn't affect the skin weights (at least decimating manually by using ctrl+backspace on edges in 3ds max), so doing it with an animated character is as easy as doing it with a static mesh.
3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 18th Aug 2016 19:34
@ Rafhalzer

Quote: "Or maybe load .x file into 3ds Max (first convert to .fbx), decimate mesh to LOD_1 and LOD_2 mesh and export to .x file?"

Perhaps this might help:

https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-D112D015-8BE6-4172-B816-B5432A50F911-htm.html

http://www.scriptspot.com/3ds-max/scripts/lod-creator

hth

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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