Game Development Community

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.

#1
05/03/2006 (9:21 am)
I think there is no easy solution for this, because currently exporter doesn't automatically create LODs. In Blender is sth like Decimator -- select your shape, duplicate it, F9, in Modifiers: Add Modifier->Decimate and play with Ratio. You will have real time preview in Object Mode in 3D window. If you like your shape ->Apply in decimation window and parent it to apropiate DetailX. BUT decimating mashes in Blender will cost you loosing texture coordinates on mesh, thats why it isn't so easy -- you must skin your new-LOD-model again.
#2
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
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
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
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
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
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...
#9
07/28/2006 (3:00 pm)
I will have to try it out then.

Thanks