LODinize Helpv1.0

Viewing & inspecting

The two viewports, the camera, shading and heatmap modes, playback and the clip list — everything you use to look at a LOD and judge it.

On this page

Original and LOD viewports

The left viewport always shows the original mesh; the right one shows the level selected in the LOD table. Both play the same animation frame and share one camera, so any difference you see is the LOD.

Original mesh and LOD 4 side by side
Original (23 406 triangles) and LOD 4 (1 461 triangles) at the same frame.

The toolbar above the viewports has Fit to window, Reset camera, Joints basis (joint axes), Show grid, and the layout choice Single view / Side by side. Fit to window frames the mesh and keeps the direction you are looking from; Reset camera also turns the camera back to the start direction (see Camera).

Camera

MouseAction
Left-dragOrbit
Right-dragPan
WheelZoom. Close to the mesh the steps can be large — one or two notches at a time.

Camera sensitivity and behaviour are configured in Settings > Navigation, together with the start direction: Reset camera yaw and Reset camera pitch. A newly loaded mesh and the Reset camera button start from that direction.

A saved project keeps the camera: loading the project brings the view back once the mesh has loaded. A mesh you load on its own always starts from the start direction.

Camera dialog

View > Camera shows the camera while you move it: the direction (yaw around the model, pitch above or below it, in degrees), the distance from the point it looks at, and that point (target). The dialog can stay open while you work. Use it to come back to an exact view, for example for screenshots or to compare two LODs from the same angle.

The Camera dialog: current camera, a text field and the buttons
The Camera dialog shows the current camera and takes typed or pasted values.
ButtonPurpose
Use currentPut the current camera into the text field, ready to edit.
Apply (or Enter)Move the camera to the values in the text field.
CopyCopy the current camera to the clipboard as one line of text.
PasteTake a camera line from the clipboard and apply it.
ResetThe same as the Reset camera button.

The text looks like yaw=210 pitch=-25 distance=3.1 target=0,0.95,0. Values you leave out keep their current value, so yaw=180 alone turns the camera around the model and changes nothing else. If a value cannot be read, the dialog says so in red for a few seconds and the camera does not move.

Viewport toolbars

Each viewport has its own toolbar, so the original and the LOD can be shown differently (for example textured original, heatmap LOD):

ButtonPurpose
TexturingShow the character's texture. If the shading box says Textured but the mesh is grey, turn this on.
WireframeOverlay the triangle edges — shows where the simplifier kept detail.
LightsLit or flat shading.
Skeleton renderingDraw the joints and bones.
Face cullingHide back faces.
Smooth NormalsRecompute smooth vertex normals for display.
Shading boxSee Shading modes.
Padded (LOD viewport)Show the texture repaired in the Atlas Editor instead of the original.
The original, LOD 4 with a grey strip at a seam, and LOD 4 with the repaired texture
Both viewports textured with Lights off, zoomed in on the jeans. LOD 4 reads background from the texture along a seam (the grey strip). After Solve LOD(n) texturing in the Atlas Editor with Surface re-projection, the LOD viewport switches Padded on and shows the repaired texture: the fabric continues across the seam.
The same view with the texture repaired by Nearest-covered
The same view solved with Nearest-covered (color bleed): the strip is covered too, with streaks along the edge. Filling texture gaps compares the two.

Shading modes and heatmaps

The shading box of the LOD viewport offers Textured, Checkerboard (reveals UV stretching), Normals, and two heatmaps:

Blue is little deviation; green, yellow and red are progressively more. The colour range is set in Settings > Silhouette error visualization.

Silhouette heatmap on the LOD
Textured original and silhouette heatmap on LOD 4. Hot spots gather at thin or strongly bent parts.
Heatmap at the worst frame
Clicking a peak in the deviation timeline jumps to that frame: the heatmap shows which part of the body causes it (here the trailing thigh).

Playback and clips

The playback bar has the Clip dropdown, the frame counter, previous / play / pause / next / loop, and a frame slider. The deviation timeline below it is covered in Animation-aware refinement.

Clips tab
The Clips tab; Ranges is the tab next to it. Ticked clips are evaluated and appear one after another on the timeline.

What plays

The Clip dropdown chooses what the player plays: one clip, All clips, Selected clips (the ticked clips) or Selected ranges (the ticked ranges of ticked clips). The numbers in brackets count them. Choosing an entry pauses the player until you press play again.

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