LOD exporting in Blender
by Lailinha · in Artist Corner · 05/03/2006 (8:34 am) · 9 replies
Hi my name is Laila and I'm working in a game using Blender and Torque, but I've being have a problems with the LOD on exportation... Could someone please help me with some tutorial about how could I do this in Blender?
Very thankfully, Laila.
Very thankfully, Laila.
About the author
#2
Thank you Pawel!!!
05/03/2006 (12:00 pm)
It sound a little difficult, but I'll try to do this!!!If I have some more doubts I post here!!!Thank you Pawel!!!
#3
05/12/2006 (5:23 am)
You also need to parent each LOD level to a different empty named "Detail32", "Detail64" etc etc - the number represents the height in pixels on the screen that each model will be draw at.
#4
Thank you!
05/29/2006 (9:17 am)
Hello!!!I'm again!!!I didn't have any problems with the LOD, but I would like to know if it's possible to choose what verts I wanna to exclude!?Thank you!
#5
blenderartists.org/forum/
and here:
en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
This is where I go when I cannot get an answer here, or it is so Blender specific that I figure it would be best to look at those places first. This is an excellent question BTW, and I would be most interested in the answer. All I can think of is maybe there is some vertex weighting or tagging that can be applied, but that is just a guess.
As for the retexturing I am going to be trying to create all my textures procedurally and using the script described in this thread: www.garagegames.com/mg/forums/result.thread.php?qt=48080 to create the textures for each lod. I will still have to unwrap, but maybe the texturing chore will be easier.
Good Luck
07/27/2006 (6:48 pm)
If you need specific help with Blender functions like decimator go here:blenderartists.org/forum/
and here:
en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
This is where I go when I cannot get an answer here, or it is so Blender specific that I figure it would be best to look at those places first. This is an excellent question BTW, and I would be most interested in the answer. All I can think of is maybe there is some vertex weighting or tagging that can be applied, but that is just a guess.
As for the retexturing I am going to be trying to create all my textures procedurally and using the script described in this thread: www.garagegames.com/mg/forums/result.thread.php?qt=48080 to create the textures for each lod. I will still have to unwrap, but maybe the texturing chore will be easier.
Good Luck
#6
Build first your high definition model, UV map it, rig it and animate as needed. Once you got it all working ok, make a copy of the mesh and use scripts - Mesh - Poly Reducer, playing some with the controls till you get what you want. This new version is able to keep the UV coordinates, the general shapes of the model and even the Weights of every point at the mesh, so once you like the result, it will work flawlessly with your current animations for the higher def. model.
Lastly, just add a new Modifier - Armature for your LOD mesh, and select the first Armature as the target. Export and done ;)
07/27/2006 (11:54 pm)
Current Blender 2.4.2 does include all the tools you need for building LODs.Build first your high definition model, UV map it, rig it and animate as needed. Once you got it all working ok, make a copy of the mesh and use scripts - Mesh - Poly Reducer, playing some with the controls till you get what you want. This new version is able to keep the UV coordinates, the general shapes of the model and even the Weights of every point at the mesh, so once you like the result, it will work flawlessly with your current animations for the higher def. model.
Lastly, just add a new Modifier - Armature for your LOD mesh, and select the first Armature as the target. Export and done ;)
#7
www.garagegames.com/mg/forums/result.thread.php?qt=48264
07/28/2006 (11:17 am)
I thought I read that the exporter does not work with 2.4.2?www.garagegames.com/mg/forums/result.thread.php?qt=48264
#8
The link above now has a tentative fix for the 2.42 exporter.
It would be awesome to have the exporter run the poly reducer to automatically create LODs on export also, but thats a task for later...
07/28/2006 (12:17 pm)
Ah, nice catch on the poly reducer! sweet tool. blender is simply rocking now with this, texture baking and the amazing UV unwrapping tools.The link above now has a tentative fix for the 2.42 exporter.
It would be awesome to have the exporter run the poly reducer to automatically create LODs on export also, but thats a task for later...
Pawel \"glodomor\" R