Game Development Community

LOD meshes not animating

by J.G. · in Artist Corner · 07/19/2005 (10:30 pm) · 5 replies

Hi All,

I am having trouble with my LOD meshes not animating.
I am using the newest exporter. The DTS character does show the
LOD in Detail Levels within SHow Tool Pro. but when I play a dsq. file,
the LOD mesh defaults to original mesh pose.

Thanks all,


jOnathOn

#1
07/21/2005 (7:53 pm)
Fixed it!

Thanks all.


Have fun,


jOnathOn
#2
03/14/2006 (6:31 pm)
How did you fix it? Care to share for legacy support of others who might have the same problem?
#3
04/16/2006 (7:44 am)
Most likeley he relised that the LOD's also need wightmaps applyed to them.

This is very simple with qemLOSS3.
#4
04/16/2006 (3:10 pm)
Not a bad guess,... but anyone who is familiar with animation, and the LW2DTS exporter should
know about weight mapping their geometry if bones are used since they harp on it over and over in the
exporter docs.

Since this was originally done way back in 05 I will try to keep it simple and to the point.

The issue was in turning on/selecting the right button/areas of the exporter. I have to remind myself
majority of all exporters docs are written in this kind of programmer state of mind. Don't get me wrong, this is
a good state of mind. If you are an artist trying to understand this way of thinking, it can be ????????. I like to
get to the point and let it be known as if a newbie is reading what I am saying or trying to explain. so as for
keeping it to the point, I think I blew it. HAH!

I believe it was something stupid I was doing like not turning on the P,R, under the Sequence part of the exporter. The sequence was not saving the P(position) and R(rotation) of the NODES for the LOD models.
Since the LOD models were using the same bones hierarchy as the original Model(and the same weight
maps), I had set this up in the Object replacement area of the Exporter but forgot to in the DSQ/ sequence
area.

BTW, qemLOSS3 works ok, but to you let the plug-in decide the poly structure, I find it faster and way more
controllable to manually go in and alter the model. took me about 1 day to make 6 LOD to go with my
original model.

As you reduce more and more, it becomes faster and easier to drop the poly count.
I made in PhotoShop actual jpgs the pixels size at which each LOD would be before switching/popping.
this allowed me to roughly see how big in LW modeler the model would be and what I can and can not see.
I also found that once in game, the LOD switching was occurring about 10 pixels before I wanted it to.
so I just changed it from switching at, less say for example, 80 to 70 pixels size of screen. no biggy.

I try to answer people as soon as I can, because when I post, it seems to take forever to get a reply from someone. there are a few guys who are nice about reply fast.( Thanks again if your one of them).

I will be glad to help anyone who needs help. You can email me directly at - artisjon@ix.netcom.com
Good luck!

jOnathOn
#5
04/16/2006 (3:33 pm)
Thanks for doing the follow up. Right at this point in time this information is very much in need.