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Chapter 14. Final Character Deformation > Level of Detail Weights

Level of Detail Weights

We have worked hard to tweak the weights on the first LOD until Kila deforms accurately as she moves. Now we need to apply the same weighting values to the other four levels of detail. This does seem like a huge task, but luckily Maya has a handy tool—Copy Skin Weights—that lets us copy the weights from the first LOD across to the others.

We first need to prepare the geometry as we did for the main model. Select the LOD group in the Outliner, and make sure all the layers are visible and that each LOD is set to “show” in the Channel Box (Figure 14.45).

Image

FIGURE 14.45 Make each LOD visible by setting them to “show.”

1. At present, your Outliner should look like the one in Figure 14.46, left. Go through each individual LOD and combine the geometry into a single mesh (Polygon > Combine), remembering to merge the vertices around her hair with a small value of 0.001.


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