Hi Polycount,
I'm in the process of making a 150,000 polygon character which needs to be rigged and animated.
I also need to make a mid and low detail version of the model which is also rigged and animated.
I was wondering if there's a way that I could paste both the rigging and animation data from the the high detail model onto the other LOD's without having to re-rig or re-animate?
Any help on this would be greatly appreciated.
Thanks
Replies
i think all big engines have a auto LOD system, or you can manually set the LOD meshes and the engine will do the vertex weighting automatically.
You should be able to transfer the skinweights from highrez to LOD easily (easy f.e. in Maya but also in Max, from what i hear)
The idea is that they want 3 LOD's to show off crazy shaders etc
There isn't going to be any distance based model switching, just 3 separate versions of the model to show how it handles the shaders with different density meshes.
I've copied and pasted skinning weights/ rigs between similar models when doing modular based character work in the past but I remember it kicking a fuss if one vert number was different, yet alone the entire mesh being different lol
If you've never used it here's how:
- apply the Sky Wrap modifier on the mesh without skin
- in Parameters, click "Add" and select the skinned mesh
- set Falloff to 10
- tick "Weight all Points"
- Click "Convert to Skin"
- Clean up the new Skin modifier created (it's just a projection it won't be perfect)
That's the only way to transfer skin between meshes that have a different vertex count/order (Well, the only way I know)
I don't suppose that there's a way of doing something similar with UV's so that I don't have to unwrap each LOD model?
Now, If your LOD are different models, there's not much you can do as far as I know. Just unwrap them and project each map from the highest LOD.