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Applying #LOD modifier to Lingo created meshes

Applying #LOD modifier to Lingo created meshes

2003-12-01       - By Mark Hill

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Hi,

I think Christophe means the SDS modifier... but as he points out
unfortunately this will only increase polygon density, not reduce it.

If you really want to use the built-in LOD, you'll probably have to
parse the models out to OBJ format ( or something similar... OBJ is the
most straightforward format IMO) import them into Plasma, Max, Maya,
LightWave, C4D or some other 3D app with a decent W3D exporter ( is
there such a thing ?) and re-export. Possibly the OBJ converter that
Macr makes available for Windows and MacOS9 might add the required data
also... not certain on that point.

Basically, not a really straightforward operation... :(

Mark Hill
xonko interactive
http://www.xonko.com


On 02/12/2003, at 7:07 PM, Christophe Leske wrote:

> Hi Brian,
>  
> it is not possible to add the #lod modifier to lingo generated meshes.
> The reason for that is that LOD stores information which is simply not
> accessible to Director at runtime. How do you want Director to know in
> realtime which surfaces to reduce in detail?
>  
> The exporter in 3D Max has an algorithm which "weights" the complexity
> of the surface and stores this additional information for the model
> when exported.
>  
> You can however add the MRM modifier to lingo generated meshes and
> thus enhance the detail and visual aspect of a surface.
>  
> Christophe Leske
>
> Is there a way to support the model.addmodifier(#lod) on models with
> meshes created in Lingo?
>
> Apparently it only works on .w3d imported models which must add some
> extra data (perhaps just a reordering of vertices) to support the
> Multi-Resolution Mesh (MRM) feature.
>
> I’ve created some detailed procedural models in Lingo and would like
> to take advantage of the smooth LOD changes of the MRM feature to
> improve run time performance.
>
> It seems like it should be possible to add the required data to the
> mesh in Lingo.
> Does anyone have any suggestions?
>
> Thanks,
>
> Brian

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