I have a .msh and associated .mmh file for a piece of amour. Both files are for the _0 level of detail model. There is
no level _2 and _3 files provided for the game. However, when camera pulls away far enough to warrant a LoD change something odd happens -- while the mesh appears to remain the same, the .mmh bone structure either becomes replaced with
something or perhaps certain bones are no longer taken into account which results in the associated mesh becoming warped all over the place as some of its vertices no longer are affected by their bones.
I tried to trick the engine by providing copy of level _0 .mmh as levels _2 and _3 but the warping still occurs, apparently the engine decides it knows better and provides its unasked for "optimization" just the same, or there's something else at play?
Just wondering if someone has explanation what exactly is happening there, and if there's a workaround for that that'd be less work-intensive than basically re-weighting the mesh in best case or rebuilding it with lesser LoD if i got really determined to do it the 'proper' way...