Manual Skeletal Ogre XML Model LOD (10 posts)

  • Profile picture of dm1056 dm10565p said 2 months, 4 weeks ago:

    I am working on LOD managment for Manually changing models based on distance for some Ogre XML Models.

    The problem I am running into is if the LOD needs to change while a skeletal animation is happening the animation is restarted for the new LOD Model.

    Is there a way that I would be able to have a non attached model have the same animation run on it so the timing would be the same and I would not see a jump in the animation?

    Thank you for your input.

  • Profile picture of Momoko_Fan Momoko_Fan371p said 2 months, 4 weeks ago:

    The timing doesn’t change in the controls so probably what happens is that you’re changing the model after the controls have already run.
    The SkeletonControl runs as the model is rendered by the RenderManager so just make sure to change the model before that.

  • Profile picture of dm1056 dm10565p said 2 months, 4 weeks ago:

    Is there a plan to implement the Manual LOD functionality for Ogre XML?

  • Profile picture of dm1056 dm10565p said 2 months, 4 weeks ago:

    Currently I have 3 LOD Models and an Animation channel for each LOD Model.

    I start all animations on all models at same time – theoretically if I change a model in mid animation I should see the remaining animation of the newly attached model if it is still running.

    Am I correct in this assumption?

  • Profile picture of t0neg0d t0neg0d135p said 2 months, 4 weeks ago:

    Theoretically, yes.
    Actually, no.

    Can’t you get the current position of the animation, switch the model, set the current position and then start the animation for the new LOD model. I know this is possible, I can’t recall how for the life of me. I would have to assume, you are using the same armatures/animations for each model… so this should work.

  • Profile picture of Momoko_Fan Momoko_Fan371p said 2 months, 4 weeks ago:

    You should just swap the mesh rather than load two models

  • Profile picture of dm1056 dm10565p said 2 months, 3 weeks ago:

    How would I go about swaping the mesh instead of swapping the models?

    I currently have 3 j3o files and use the same j3m materials for them.

  • Profile picture of Momoko_Fan Momoko_Fan371p said 2 months, 3 weeks ago:

    You can use the SceneGraphVisitor to find geometries and then map them into the LOD ones by name or other means.

  • Profile picture of dm1056 dm10565p said 2 months, 3 weeks ago:

    I am a little confused on how to do this.

    I have 3 j3o files converted from 3 Ogre XML files that had their own skeleton files. The skeleton files are all the exact same.

    Would I load the high model and then can I only load the mesh from the other 2 files?

  • Profile picture of Momoko_Fan Momoko_Fan371p said 2 months, 3 weeks ago:

    You cannot only load the mesh. The entire model must be loaded and then from there you can find the mesh(es) that are on it. You can remove the entry from the model XML files so that the skeleton file isn’t loaded for the other two models.