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CHOI HONGSU
1 min read

LOD Skin Weights Optimization

 

 

LOD별 Skin Weights

Per-LOD Skin Weights change

  • Currently the COS character FBX Import (Rig tab) uses 4-bone Skin Weights (Standard) across all LODs
  • Goal: keep 4 bones only for LOD0, which needs detailed animation, and lower LOD1/LOD2 to 2 bones to cut skinning cost
  • LOD1/LOD2 are mostly used at distance, and the animations used in lobby/in-game are simpler than the detail view (less pose/deformation detail) — making 2-bone limits reasonable

Setup

  • LOD0 (Detail View)
    Skin Weights: Standard (4 Bones/Vertex)
    Strip Bones: On (kept as before)
  • LOD1, LOD2 (Lobby/In-game)
    Skin Weights: Custom — Max Bones/Vertex: 2 / Min Bone Weight: 0.001 / Strip Bones: On (kept as before)

Expected effect

  • Reduced per-vertex weight count on LOD1/LOD2 lowers skinning computation (GPU/CPU)
  • Given the distant viewpoint + lobby/in-game animations (less complex poses/deformations than the detail view), the quality impact at 2 bones should be limited
  • Combined with Strip Bones, expect cleaner removal of unnecessary bones/weights on LOD1/LOD2

Needs verification

  • Dropping 4 bones → 2 may simplify joint (shoulder/wrist/elbow/knee) deformation