LODinize Helpv1.0

Projects, import & export

Getting characters and animations into LODinize, keeping your work in a project, and writing the LODs out for your engine.

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Projects

A project remembers the mesh file, the animation files, which clips are evaluated, the clip used for playback, the LOD levels (every level's target) and the refinement settings, and your mask layers. Projects are stored as .json files.

CommandPurpose
File > New ProjectStart empty: no mesh, clips, ranges or masks. The LOD levels and options stay as they are.
File > Load Project / Open RecentRe-open a project; the mesh, animations and masks are reloaded (a progress window shows the steps).
File > Save Project / Save Project AsStore the current state. The save dialog opens in the folder you used last.
Loading project progress window
Loading a project.
Save Project As dialog
Save Project As.
Tip. Generated LODs are recreated from the saved settings; the table shows estimates (~) until then. After loading a project, run Generate LODs (and Refine if you used it) to get the LOD set back before exporting.

Load Mesh

Import > Load Mesh opens a file browser with a live preview, so you can inspect a file before loading it.

Select Mesh dialog with a character preview and the File Info table
Select Mesh: folder tree, files, 3D preview with its own toolbar, and the File Info table.
Walking animation playing in the preview
The walk previewed with texturing on, after clicking the animation row.

File details (the i buttons)

Each row of the File Info table has an i button in the Details column. It opens a small window describing that item — a quick way to learn what an FBX actually contains before you use it.

Mesh details
Mesh: vertex components (positions, normals, UVs, tangents), triangle sets, skinning root, texture references.
Skeleton details
Skeleton: the joint hierarchy. Select a joint and press numpad * to expand everything below it.
Animation details
Animation: frame count, frame rate, time range, whether it is baked.
Texture details
Texture: material, the path relative to the FBX, and the path it was authored with.

Load Animation

Import > Load Animation adds animations from another FBX to the loaded character — for example a dance recorded on a different character with a compatible skeleton.

Select Animation dialog with skeleton matching
Select Animation: the Skeleton matching panel reports whether the file's skeleton fits your character.

Skeleton matching

Skeleton matching panel
Preview on choices
Same animation frame on two characters
The same frame played on the loaded character (left) and on the animation file's own mesh (right).

File Info table

File Info table of an animation file

As in Load Mesh, plus a Play column (▶) on animation rows. The Load checkbox is ticked by default — untick clips you do not want to import.

After loading. A newly added clip appears in the Clips list unticked, so it is not yet part of the error evaluation. Tick it (or pick it in the Clip dropdown) and run Generate LODs again before refining — see A new character from scratch.

Export LODs

File > Export LODs, or the export button next to Generate LODs.

Export LODs dialog
Export options.
GroupOptions
LOD output (packaging)Single FBX – LOD group (as Unreal expects), Single FBX – separate LOD meshes (as Unity expects), One FBX per LOD. Optionally write LOD screen-size hints derived from the LOD count.
TexturesEmbedded in FBX, Copy beside the .fbx (external, relative path), Reference existing path only, or None. Use processed (padded) albedo writes the atlas repaired in the Atlas Editor.
Rig / coordinatesEmbed skeleton in every LOD, axis Y-up / Z-up, units cm / m.

Per-LOD files combined with embedded textures store one copy of the texture per LOD; copying the texture beside the FBX stores it once.

Export successful message
Check the result. Open the exported file in your engine or DCC tool and confirm that textures resolved as expected before handing it on.
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