LODinize Helpv1.0

Welcome to LODinize

Web copy. This is the help that ships with LODinize 1.0.0 Early Preview. In the app it opens from Help. Download the Early Preview.

LODinize creates level-of-detail (LOD) versions of skinned, animated characters. It measures how each LOD deviates from the original while the character moves, lets you steer where triangles are spent, repairs texture gaps that simplification opens up, and exports the result for your game engine.

LODinize main window with the original mesh and LOD 4 side by side
The LOD Editor: the original mesh (left) and the selected LOD (right), the deviation timeline below them, and the LOD settings on the left.

How this help is organised

There is rarely one right way to build a good LOD set — characters, animations and target platforms differ. This help therefore separates what the tools are from ways of using them:

Getting started
A tour of the window and your first LODs in a few minutes.
Tools & features
What is where and what it is for — grouped by purpose: projects, viewing, LOD generation, refinement, masks, texture atlas, benchmark, settings.
Workflows & guides
Example end-to-end workflows and focused guides for common problems. They show one possible way, not the only one.
Examples & measurements
Measured results on sample characters: how settings affected the error. Useful as a starting point for your own experiments.
Troubleshooting
Tips, things that surprise new users, and known limitations.

The ideas behind LODinize

Sample characters. The screenshots in this help use two scanned sample characters (one dancing, one walking). They are free models from RenderPeople: to follow along with the same characters, download them from the Animated People section of renderpeople.com/free-3d-people and choose the FBX format (RenderPeople's license terms apply). Your numbers will differ with your own assets.