A LOD built from the bind pose can fail in poses the bind pose never shows. The deviation
timeline measures this over your animations, and Refine with animation rebuilds the
LODs taking selected poses into account.
The silhouette error (orange) and surface error (green) of the selected LOD for every frame. The legend
shows the highest value in view, and a small arrow under the curves points at each curve's peak. Blue bands are
marked ranges; unticked ones are drawn faintly.
The curves cover all ticked clips, one after another. Frame numbers are counted across them.
The box on the left shows, for each curve, its colour, its name and its largest value
over the visible part of the timeline — zoom out fully (fit button) to read the maximum
over everything. While the timeline is still being computed the values are dimmed and end in
“...”.
Click Surface or Silhouette in that box to hide or show the
curve. The vertical axis then fits the curves still shown.
A small open arrow in each shown curve's colour, on the frame strip, points up at where that largest value
is. Zoomed out it is the highest point of the whole timeline; zoomed in, the highest point in view. To refine
peak by peak, Ctrl + Shift + click above the arrow marks a 3-frame range around the peak.
Faint horizontal lines with their values give the heights a scale.
By default the vertical axis fits the highest visible value, so the tallest peak always reaches the top.
To compare LOD levels by height, press Lock vertical scale (the padlock button next
to the title): the scale is frozen at the largest value of the whole timeline and stays the same while you
zoom, scroll and select other LOD levels. A better level then visibly sits lower. The box shows a padlock and
the locked value; where a curve rises above the top, small red marks show it was cut off. Press the button
again to return to fitting. Loading another mesh releases the lock.
Buttons next to the title: zoom out, zoom in, fit,
Lock vertical scale.
Click (or drag in the strip under the curves) to move the playhead; the viewports follow.
Zoomed in on the highest peak; the heatmap in the LOD viewport shows the body part responsible.
Frame ranges
Ranges mark frames you care about — the worst moments of the animation, or poses that must look
right. They are listed under Ranges with their own surface and silhouette error, and
they are what the From marked ranges frame source refines for.
On the timeline
Result
Drag
Create a range over the dragged frames
Drag a range edge
Resize it
Drag inside a range
Move it
Ctrl+click
One-frame range
Ctrl+Shift+click
Find the highest point within ±5 frames and create a 3-frame range around it
The Ranges list: start, end, length, and the error inside each range.
A range includes its first and its last frame: 400–596 is 197 frames (end − start + 1), and that is what
playback and refinement use. Zoomed in, every frame is a slot centred on its tick, so a range's borders lie half-way
between frames: every tick inside the band belongs to the range. Dragging includes the frame under the pointer;
a dragged border snaps half-way between two frames.
Right-click a range, here in the Ranges list, for Delete range or Play this range.
Refine with animation
Refine with animation rebuilds all LOD levels from the original mesh, this time
taking a set of K animation poses into account. It optimises for the level
selected in the LOD table.
Frame source
Frame source
Which poses are used
Tends to suit
Auto (top-K worst frames)
The K frames with the highest error, measured
when the LODs were generated.
Animations whose error curve has clear, isolated peaks.
From marked ranges
Frames inside the ranges you marked.
When you know
which moments matter, or want to work peak by peak.
Uniform across clip
K frames spread evenly over the evaluated clips.
Error curves without pronounced peaks.
These are tendencies observed on sample characters, not rules — see
Examples & measurements. Trying more than one is cheap.
K poses and Surface budget
K poses — how many poses are evaluated (1–256; pick from the list or type a number).
More poses is not automatically better: on a sample character K = 16 did better than
K = 32 or 64.
Surface budget (%) — how the K poses are split between the two error measures:
0 = all chosen for silhouette error, 50 = balanced, 100 = all for surface error.
How refinement behaves
It starts from what Generate measured. The Auto frame source picks its frames from the error
recorded by the last Generate LODs. If you add or tick a clip afterwards, run
Generate LODs again first; otherwise the new clip's frames are not known to it.
It replaces the LOD set. Each refine rebuilds all levels from the original mesh; the result does
not build on the previous refine. Pressing it twice with the same settings gives the same LODs.
To explore, change a setting — frame source, K, budget, or the marked ranges — and refine
again.
A refine of a character with around 20 000 triangles took about 12 seconds on a desktop PC,
even with K = 64.
Silhouette heatmap at the same frame before and after refinement; the maximum silhouette
error fell from 8.13 to 4.88.The same area rendered solid: after refinement the ankle and shoe keep more volume.