LODinize Helpv1.0

Reducing error in extreme poses

Three ways of using Refine with animation, tried on the same dancing character (LOD 4, about 6 % of the original triangles). Each worked; which one works best depends on the character and the animation.

On this page

Before you start

A. Automatic: the worst frames

Frame source: Auto (top-K worst frames), K 16, Surface budget 70 %, then Refine with animation. Result: 1.85 / 3.95.

Heatmaps at the same frame for different settings

Changing K or the budget changes the result, and not always in the obvious direction — see Examples & measurements. Refining takes seconds, so trying two or three values is practical.

B. Evenly spread frames

Frame source: Uniform across clip, K 16. On this character: 2.36 / 5.79 — a clear improvement over no refinement, but less than A. On a second character with a flatter error curve, this option came out ahead (see A new character from scratch).

C. Peak by peak, with marked ranges

A more hands-on approach that puts you in charge of which poses count:

  1. Set Frame source to From marked ranges.
  2. In the timeline, find the highest peak and Ctrl+Shift+click it — a 3-frame range is created around the local maximum.
  3. Refine with animation. The marked peak comes down; another frame becomes the highest.
  4. Mark that one too and refine again. Repeat a few times, noting the header values.
StepRange added (frames)SurfaceSilhouette
after Generate—3.078.13
1451–4532.124.28
2870–8721.984.71
3983–9852.324.16
4368–3702.144.14
5897–8991.874.27
6471–4731.913.61
Timeline after Generate and after six ranges

Side by side

Approach (same character, LOD 4)SurfaceSilhouette
No refinement3.078.13
A. Auto, K 161.853.95
B. Uniform, K 162.365.79
C. Six marked ranges1.913.61

On this character all three helped. A gave the lowest surface error, C the lowest silhouette error, at the cost of a few minutes of work. Another character may rank them differently.