-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 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 -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGJQy2n11XseNj94gRAo4NAJ99XWD8t+dMTcpPDKb/P1EEzguB3gCdE4Kc yMHUdTqEUySuGzOqs3hBEhE= =Gwxf -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/