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Hi Zach,

Zach Deedler wrote:
> Hi Jan,
> 
> We are using 3D studio max.  Are you saying that there may be a way to mark
> edges within 3D studio max?

This I do not know, I am not using Max. However, the Blender exporter
seemed to be written in such way that it was looking for the material
boundaries and was trying to preserve those, the idea being that e.g.
head has a different texture than a torso so you will not collapse head
into a torso, only polygons on the head. This was done by the exporter,
I am not aware of any semi-automatic or manual process. That would be
impractical anyway, we are talking about labeling all *edges* which
there could be several tens of thousands on a high-res model.

> 
> On average, the exporter exports reductions of about 50 vertices per
> submesh.  This is not very helpful with submeshes of about 400 vertices.

No idea here, sorry. The exporter could be buggy or not fully implemented.

> Our alternative is to export multiple times some static meshes.  To do this,
> I tried exporting a body0-low.xmf mesh, but it doesn't animate properly.
> (The vertices are all over the place).

I had this working fine, but I was loading the whole Cal3D model several
times (several models corresponding to different LODs) and used osg::LOD
to switch among them. If the animation is off then your rig is attached
wrong - my guess is that you are only replacing a mesh in the Cal3D
engine on the fly and then, of course, the vertex indices do not match
between the original and the lower res. mesh. The skinning will then
nicely explode the guy all over the place :D

Jan

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