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…
Why dont you simply bind your LODs to the same rig (skeleton) and export them separately (if there is no engine specific workflow for that) 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)
Sorry I should have specified the application. I'll be using 3ds max for this, then it will be going into an in house renderer (which doesn't have a LOD/Tessellation system) 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…