Hi. I am not sure if this has been reported, but LODs of animated objects are
not synchronized with each other. It means, that when switching from one LOD
to another, the animation is usually started from the beginning which makes
the object “jump” to a different position. Some simple objects can be done
with no LODs however more complex - can’t. Would it be possible to fix this in
the future? Here is an example. The plane in the middle is animated. High LOD:
I can confirm, this is long-standing core issue came out of SU5 and its new
xbox LOD system. Unfortunately it affects on static simobjects as well. I see
no moves to fix it
Hello @DrzewieckiDesign , As we need to make some tests, can you provide us
your project source or at least the objects with which you have the issue (the
moving aircraft for example) please (WeTransfer/Google Drive/ One Drive…)…
(You can select the privacy options bellow the submit button) Best Regards,
Boris
Hello @DrzewieckiDesign Some background to explain this behaviour. There is an
optimization process on animations; as you go further away from an object,
some keyframes are skipped and when the bounding sphere size is less than 1%
in screen size, the animation is no longer updated. In most cases, this is not
an issue as the animated parts are small but in cases like yours, this becomes
visible. A workaround is to artificially increase the bounding sphere size so
that this process happens further away from the object. This can be done by
adding invisible geometry in your model (creating an invisible box for
example). Regards, Sylvain
FlyingRaccoon, Could you please to include the information above to the
SDK documentation. It would help developers do not waste time to find out that
‘problem’ is just design choice thanks
Can you ask engine developers about optimization on IK chain animation used in
jetways. It’s not key based animation and currently it acts weird when
switching from LOD to LOD thanks