⏱ 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