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Level of Detail (LOD) Management: Optimize Rendering Efficiency Through LOD the display presents simple models for objects in the distance yet shows detailed versions when objects approach which minimizes polygons with no sacrifice to graphical precision. Simplify Rigs: Remove unnecessary controllers, constraints, and bones.
Through animation tools and code, each of the parts can be moved independently and the character animated. Rigging was then done for connecting mesh to bones and creating a skeletal frame. This improves the fill rate because pixels outside the polygon won't be drawn. So the character’s body parts are connected through “bones”.
For instance, a model may also need to be under a certain polygon count, or it may need to be constructed in a way that will optimize the deformation and animation process. This involves tasks ranging from optimizing geometry (preventing undue strain on an artist's scene) to more complex requests.
One thing I had to keep in mind was again the number of polygons I want to use for each model. I rigged the mesh according to the creature’s anatomy and tweaked around the settings for a while. He highlighted the fact that I used the same side view of the creatures in the shapes I created by code.
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