FinnfinnLost
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To be fair, with all the stuff added (and some removed) as well as the interface overhaul in 2.8 and 2.9, it might as well be its own major version. They're just numbers after all.
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@OptimoMaximo means you need to scale the stuff you need to the size that you need. I presume Cinema 4D will be offering you some options when importing files, maybe play around with those a bit. It may be some quirk in the file, maybe link where exactly you got your skeleton from.
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Granted. Can't quite shed the developer's perspective. I'll try harder from now on.
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Yes, but it CAN be used to make more efficient content. What if a creator realizes that a small object isn't recognizable at longer distances regardless of quality, even at very high resolutions? In that case, deciding to not render it at all might be the better option. I'll concede that whatever performance advantage is there is probably not worth the LI exploits that would happen.
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As a learning project, sure. But if it already exists, and you got lots of stuff to model, why not take a shortcut there?
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I am well aware. Putting tri limits to zero seems to be a very fun thing for many creators to do. I was merely pointing out that, while it would be great to force artists to make at least somewhat acceptable LODs, the possibility of zeroing out must remain.
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Since you're presuming stuff now for the whole purpose of mocking me for an argument that I DID NOT EVEN BRING UP, nor was I planning to, I think we're done here. Back to topic, I actually thought of something else. Zeroing out LODs is, something that should remain, even if strict tri limits on custom ones would be enforced. There's a performance advantage to be had when not rendering small things at long or even medium distance at all.
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Sorry, but the last part is absolutely messed up. You're creating art for an interactive experience that is expected to be smooth. You can't just claim you're being held back by programmers and be done with it. If one thinks it's justified chucking HUGE amounts of model and textures at people and then going "Ah, but the engine should be SO MUCH BETTER", at this point it's not even an engine limitation anymore. No matter the engine, 1 GB of textures for one single models is entirely not feasible for any hardware but the most high-end stuff. Quite frankly, I find your disrespect for programmers a bit insulting. In fact, I recently received a video by an artist, it was supposed to play in an embedded context. However, the system lacked the resources to properly decode it, resulting in stutters all over. And you know what? Instead of yelling at me to buy better hardware or write my own optimized media player, he edited it to be easier on resources. Ya know. Working with the limits of the system. It's alright to report bugs and it's okay to be furious about bad performance. It's not okay to go "FINE! I'm going to make everyone's experience suck until LL fixes it!". That's called a tantrum.