In trying to complete the fatty project I exported the 3 details of mesh. Now in game when he walks you can kind of see his arms and legs blur as if all the meshes are showing at once. What happened?
Multi LOD mesh bug
#1
Posté 03 juin 2015 - 03:34
#2
Posté 03 juin 2015 - 04:49
If all three meshes do show simultaneously, the most likely cause is a typo (like _LO1 instead of _L01 [letter O instead of number 0], or the L01 and L02 names not following the naming conventions).
#3
Posté 03 juin 2015 - 06:17
Yeah, I've had that happen when I forget the '0'.
#4
Posté 04 juin 2015 - 01:03
Is there a way to determine if more than one mesh is showing at once on my static models?
#5
Posté 04 juin 2015 - 01:57
Is there a way to determine if more than one mesh is showing at once on my static models?
You can add an extra face to the LoD meshes then move the toolset camera away and see if the faces pop in and out as expected.
#6
Posté 04 juin 2015 - 11:53
How are these names:
c_fatty_cl_body01
c_fatty_cl_body01_L01
c_fatty_cl_body01_L02
is the convention wrong some how? do I drop the 01 for some reason?
#7
Posté 04 juin 2015 - 02:35
It's a 32 character limit, so the length is fine.
#8
Posté 04 juin 2015 - 06:05
And the names are correct.
I suppose you already checked, but:
- could the high definition mesh be the L01 or L02 instead? (It happened to me: after cloning, I thought I was still working on the normal mesh but the clone was selected already
)
- could the weighting have suffered some modifications? (if you edited the mesh with the modifier below/before the skin modifier in the list, that's a real possibility).
- could another fatty mdb be present somewhere in your override?
#9
Posté 28 juin 2015 - 01:45
It goes (top to bottom in 3ds)
Multires
Skin
Editable Poly
#10
Posté 28 juin 2015 - 02:10
#11
Posté 28 juin 2015 - 03:21
And this also tells me that there's a weighting problem with L01 or L02 (or both) meshes. I had the same issue, and it was easily fixed with a better weighting of the LOD meshes.
Since it's OK for the high poly count body, I'd bet the MultiRes (although applied after the Skin modifier) is the culprit there. Maybe try to move MultiRes one step down (so it's applied before the Skin on the stack), or right-click on the Skin, copy it, then collapse all, and finally paste the Skin again (not too sure about this second option: sometimes it works, at other times it still gives a messy weight table).
Good luck!
#12
Posté 28 juin 2015 - 07:58
is the multires modifier still present in the stack when exporting the game meshes? imo that would definitely be a source for issues, and i doubt that any nwn2 exporter handles that. as 4760 already said i would collapse this modifier to the polymesh, before applying the skin mod or exporting all three meshes.
#13
Posté 28 juin 2015 - 10:33
It seems like moving the multires up the stack fixed the issue. Although I remain constantly curious if the LODs are being used correctly I guess all I Can do is use the right naming convention and trust the engine won't display all 3 at once in some weird way.
#14
Posté 29 juin 2015 - 06:02
It seems like moving the multires up the stack fixed the issue.
why do you keep that modifier?





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