Vertex animation LODs

Thanks for the replies!

I got it to work by reducing the mesh in houdini and deforming it using the original sim as a guide. Then exported it as a separate mesh + position texture, which I set up using custom lod meshes and material instances in unreal.

Think it’s a pretty decent optimisation since every LOD halves the polycount and texture size, seems good for our project at least.

If anyone is interested I could make an example of how I did it sometime!



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