Free Automatic LOD Generation for 3D Models IN-EDITOR | Unity Tutorial

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  • Опубліковано 1 жов 2024

КОМЕНТАРІ • 29

  • @phanta_
    @phanta_ Рік тому +12

    I really appreciate the niche subjects you cover in your videos, that tool was released in 2018, and I've never heard of it. Thanks for the time and effort. :)

  • @JCCappelletti
    @JCCappelletti Рік тому +3

    Hey, thank you very much for this video. This really helped me out. One thing that you touched on very quickly was the issue with parented (non skinned) objects in the bones hierarchy of a models. I was having the same issue and couldn't find any explanation besides your quick reference to always enable or do LODs separately. That ended up being the perfect fix but this might help someone else who gets stuck: Before adding/running the LOD script on the root of a character (where the animation controller is), you should add the script and run LOD creation on any parented sub objects, then run the generate script on the root. The script seems to be smart enough to now ignore the sub-object and everything animates perfectly

    • @LlamAcademy
      @LlamAcademy  Рік тому

      Thank you for sharing that explanation with everyone!

  • @FeverDev64
    @FeverDev64 6 місяців тому

    This does not work in Unity 2023, keeps spaming PackageStatus error Library Error in the console unfortunately.

  • @vsp_dev
    @vsp_dev Рік тому +3

    You have no idea how much that actually helped me! Thanks!

  • @angiemon897
    @angiemon897 6 місяців тому

    Hello! I used this for a project and have been superhappy with it so far. Now I've noticed that in the build one of the objects I used it for looked weird, tried to recreate it in the editor and - what I saw was zFighting when disabling the LOD Group script :( I've never experienced this, does anyone know if this has something to do with autoLOD, how to fix it, and if not AutoLOD how to still fix it? ^^ tried searching for solutions but I haven't found anyone yet with the same problem! (LOD Group not working in build) Not only my polycount is now not getting reduced but is TRIPLED when there are just 3 meshes lying on top of each other constantly T____T
    Thanks! :)

    • @LlamAcademy
      @LlamAcademy  6 місяців тому

      The LODGroup controls the visibility of the meshes. You have to manage which mesh you want to show either yourself or with the LODGroip. If you just keep the LODGroup active you should be good, or you can simply choose a single, lower LOD to use as your main mesh

  • @fmproductions913
    @fmproductions913 Рік тому +2

    Great tutorial! This Hierarchical Level of Detail, I noticed it is a thing in Unreal Engine - then someone pointed out to me that Unity had their own implementation on their github. This library and the HIerarchical LOD sounds like such useful tools, it's a shame that they are pretty hard to find.

    • @LlamAcademy
      @LlamAcademy  Рік тому +1

      Hopefully when I cover that one it will help bring visibility to it! 😉

    • @fmproductions913
      @fmproductions913 Рік тому

      @@LlamAcademy Looking forward to it :-)

  • @imaybebadproductions8851
    @imaybebadproductions8851 Рік тому +1

    Insanely useful!!! I was about to start learning how to make them myself for assets I didn’t even make originally can’t wait for the hierarchal version! .

  • @themerpheus
    @themerpheus Рік тому +1

    Awesome, excited for the HLOD video!

  • @shortcut113
    @shortcut113 Рік тому +1

    Insanely useful.Thank you so much

  • @normangosset9016
    @normangosset9016 Рік тому +1

    This is great. Didn't even know about this package.
    Does it preserve blendshapes on skinned meshes? I've noticed a few LOD generating tools don't bother trying to preserve the blendshapes on the generated LODs.

    • @LlamAcademy
      @LlamAcademy  Рік тому

      You know, I really thought in this video I customized the Half-Orc model some with blendshapes and I just didn't notice the LODs didn't carry that over. The current implementation from Unity does NOT assign blendshape weights from your model and is only generating based on the base model. The default UnityMeshSimplifier that it asks you to install DOES support that. I'm planning to dive deeper into what Unity has done and see if we can't get blendshapes working. I'll at least fork the Unity repo and post a link to the updated one if I get it working, just in case they are not accepting pull requests at this time.

  • @unityvirtualproduction
    @unityvirtualproduction Рік тому

    Hello. You've created an excellent tutorial while bringing a highly enjoyable and practical asset to light! Do you know what settings are required for auto generating LOD's upon import of downloaded environment packages?
    Unity Menu > Settings ("Preferences") > AutoLOD > Generate on Import is checked, but no LODs are generated for package prefabs (or models).

  • @STARmod
    @STARmod Рік тому +1

    Nice!

  • @victor.novorski
    @victor.novorski Рік тому

    Does this have some kind of DLL? Because I use SimplyGon for LOD generation and it doesn't let me build for Android.

    • @LlamAcademy
      @LlamAcademy  Рік тому +1

      This is an editor tool, so it should not be included in your final build. Might be an issue with some stuff getting added to your build that shouldn't be

  • @mohokhachai
    @mohokhachai 9 місяців тому

    You will thank me later

  • @this-is-gamedev
    @this-is-gamedev Рік тому

    Great video! It's interesting to see the benefits and process behind automatic LOD generation. I didn't know they had this tool, but I must say that seeing the version set to 0.0.2 and Unity's blogpost saying "...serve as a testbed for continuing LOD research...", give me little confidence to use this XD XD. Might as well buy one LOD solution from the asset store that received regular updates.

    • @LlamAcademy
      @LlamAcademy  Рік тому +1

      I’m sure the overall experience will be better with an asset store solution or something like Simplygon or InstaLOD.
      So far this seems to be quite good as it relies on UnityMeshSimplifier for the actual simplification which is quite popular on GitHub: GitHub.com/Whinam/UnityMeshSimplifier which is on version 3.1 now (1.2k stars) The only concern I have there is the repo is up for adoption, so until some brave soul takes that over, there’s unlikely to be any further updates.

  • @mohokhachai
    @mohokhachai 9 місяців тому

    Deathmatch

  • @arrudamastudio5429
    @arrudamastudio5429 Рік тому +1

    very good

    • @LlamAcademy
      @LlamAcademy  Рік тому

      Thanks! It’s a great tool that is pretty good out of the box for free!

  • @watercat1248
    @watercat1248 Рік тому

    this lod system created new meshes bese on the bese mobel with lower polygons ?

    • @LlamAcademy
      @LlamAcademy  Рік тому +1

      Yes. The LOD is based on the base mesh

    • @watercat1248
      @watercat1248 Рік тому +1

      @@LlamAcademy although I know how to make 3D modelz this sounds very useful if the remove the generait new models