What each version of the LODinize Early Preview added and fixed, newest first. The version you are
running is shown in Help > About and at the top of this help;
Help > Check for Updates tells you whether a newer one is out.
No more 30-day limit. Every feature, export included, now works until January 1, 2027, when the Early
Preview ends for everyone. If your 30 days had already run out, install this version and export works again.
New
Help > Check for Updates shows whether a newer version is out, what it brings, and
links to the download page and the release notes. It runs only when you choose it.
Tooltips on every control, button and menu item, in plain words.
Settings > Tooltips turns them all off or on.
Atlas Editor: Solve texturing repairs every LOD level at once, into one padded
texture for the whole chain. The Info table shows the result for each level, and the Atlas Editor follows
the level shown in the LOD Editor (or stays on a level you pick).
Atlas Editor: pointing at the atlas of any LOD level highlights the same spot on the character, and
Ctrl+click selects a whole UV island at any level.
View > Camera keeps named camera presets in the project: add the current view,
go back to it, update, rename or delete it, or import the presets of another project.
Brighter default lighting in the viewports, so texturing is easier to judge.
Settings > Lighting > Restore defaults brings it to an
existing setup.
Export says when a texture image could not be found, and when animations loaded from other files are not in
the exported file (it keeps the animations of the source FBX).
The help covers all of the above.
Fixed
Export with Embedded in FBX, the default, wrote no texture image when the character's
FBX carries its textures inside, so the exported file showed up untextured in the engine. The image is now
embedded.
The mouse wheel zooms towards the surface under the cursor. It used to slow down and stop short of the
character after a Fit on another frame.
A project saved with the heatmap view opens with the heatmap selected and shows the shaded mesh until the
LODs are generated, instead of a blank white shape. It also keeps its Silhouette error setting.
A settings or project file saved with a UTF-8 byte-order mark (Windows PowerShell and some editors write one)
is read correctly. Such a settings file used to be ignored, which reset every setting.
Generate LODs is greyed out while a job runs, and the face culling buttons show their
real state at start.
The Export dialog's Embed skeleton in every LOD box changed nothing and is gone: the
skeleton and skin weights are always exported.
1.0.0.4 · October 6, 2026
From this version on, every installer has its own build number, shown in the About box, in the file properties
and on the download page.
New
View > Camera shows the camera while you move it (direction, distance and the
point it looks at), takes typed or pasted values to return to an exact view, and copies the current view.
A Reset camera button sits in the viewport toolbar, the start direction is set in
Settings > Navigation, and a saved project keeps its camera.
Deviation timeline: a legend with the highest value in view, a value grid, a button that locks the vertical
scale while you compare, and small arrows that point at each curve's highest frame.
Playback: the Clip list chooses exactly what plays (one clip, all clips, the ticked clips or the ticked
ranges). Right-click a range to play only that range, and Play continues from the frame you are on.
A range includes its first and its last frame, on the timeline as in playback and refinement. Unticked ranges
are drawn faintly.
The LOD Levels table shows five levels without scrolling, and the Fine-tuning weights show their value next
to each slider.
The Atlas Editor starts with Surface re-projection, which usually gives the cleaner result.
The help has new screenshots and updated guides for all of the above.
Fixed
Closing LODinize asks whether to save a changed project, and a copied project now saves to its own file.
Pressing Play again starts over; Pause is available only while playing.
The built-in presets (Mobile, PC, VR Quest) now leave the Fine-tuning options off except Avoid fins. The extra
constraints they used to turn on spoiled the lowest LOD levels.
1.0.0.3 · September 30, 2026
New
Load Mesh and Load Animation: a refresh button (or F5) shows files that appeared since the dialog
opened, and the list refreshes by itself when you come back to the dialog.
Benchmark: the crowd window fits the view, the performance switches sit at the top, the crowd starts with
tuned settings (256 characters, textured, soft shadows, a camera flying through the crowd), and the settings
are saved with the project.
Benchmark: the Perf window says when the frame rate is capped, so the numbers are not mistaken for the real
speed.
The installer file shows its version, company and copyright in its Windows properties.
Fixed
A random crash with the Vulkan graphics backend.
Running the Benchmark crowd while LODs are generated or a mesh is loaded is now safe.
The Atlas Editor's Info text is no longer cut off.
The Fine-tuning pane starts collapsed on the first run.
1.0.0.2 · September 28, 2026
New
LOD Levels: set how much each level keeps, or edit any single level with a slider or a typed percentage. The
table re-sorts as you drag and, with Auto-generate on, rebuilds only the changed levels in the
background.
Presets are named snapshots of the LOD levels and options: save as new (you pick the name) or update, and a
"*" shows unsaved changes. Deleting a preset keeps the current settings.
Export tells you when a level was changed but not generated yet.
The help describes the new LOD Levels controls and shows how a repaired texture looks on the mesh.
Fixed
Custom presets now drive Generate LODs and Refine with animation (their per-level targets were ignored), and
saving a preset keeps its targets.
Levels below 1 % are generated at their real target (down to 0.1 %).
Percentages such as 6.25 % are shown in full.
1.0.0.1 · September 25, 2026
The first Early Preview.
Load skinned FBX characters with their animations; clips from other files are matched to the skeleton.
Generate LOD levels from presets or custom targets; surface and silhouette error for every frame, with a
heatmap.
Refine with animation spends triangles on the poses that break; masks protect areas, give them more triangles
or texture care, or remove geometry that is never visible.
The Atlas Editor finds and fills texture gaps on low LODs.
Crowd benchmark with up to 2,025 animated characters.
Export FBX LOD chains for Unreal, Unity or one file per LOD.
Versions 1.0.0.1 to 1.0.0.3 show "1.0.0" in the About box.