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<div class="moz-cite-prefix">Hi guys,<br>
<br>
I think this video at 4:20 shows what I was expecting from the
modifer. Somehow I feel that we jump from having no control over
the normals to a very specialised tool (that apparently is not
doing what I, maybe we, expected).<br>
<a class="moz-txt-link-freetext" href="https://vimeo.com/115104048#t=260s">https://vimeo.com/115104048#t=260s</a><br>
<br>
Bastien, Do you think what is show in the video can be done with
Normal-edit modifier?<br>
<br>
Regards<br>
<br>
Vicente<br>
<br>
On 04/02/2015 08:48 PM, Wasili Novratidis wrote:<br>
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<div class="moz-cite-prefix">Thanks Bastien,<br>
<br>
Yeah the cage option worked like a charm. If you put the mesh in
wiremode you are able to spot inward bound normals. So the ui
feedback is ok. <br>
<br>
Yeah I am referring to another proces. In fact want to be able
to alter individual normals so you can correct mistakes like
these, or do other magic stuff. That is not possible now, but
perhaps possible if we can program this into python (if
possible). I do not expect this to be on the charts for the devs
real soon although there where more steps defined for the normal
modifier (as I thought).<br>
<br>
Bye,<br>
<br>
Wasili<br>
<br>
Bastien Montagne schreef op 1-4-2015 om 18:20:<br>
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Yes, you can show normals (enable cage mode of modifier, switch
to Edit mode and enable relevant normal option (middle button in
the row of three, 'Normals' part of 'Mesh Display' panel, 3DView
properties area). And “no user feedback” with a direct real time
update of shading in viewport…<br>
<br>
Aside from that, I do not see how you would like this tool to
work? Seems like you are talking about a complete different
process than merely spherizing normals (which obviously cannot
work well with such geometry as our monkey head).<br>
<br>
<div class="moz-cite-prefix">Le 01/04/2015 17:29, Wasili
Novratidis a écrit :<br>
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<div class="moz-cite-prefix">Vicente schreef op 31-3-2015 om
0:14:<br>
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Hi,<br>
<br>
Yesterday I notified this bug (<a moz-do-not-send="true"
class="moz-txt-link-freetext"
href="https://developer.blender.org/T44180">https://developer.blender.org/T44180</a>)
but apparently it's not a bug, it's a feature...<br>
I don't want to argue with the coder, not his fault. <br>
I know you can do "something" with the groups but even then
in the extreme areas you always get a glitch.<br>
The main use case of normal-edit for me would be to spherify
the normals in Anime-styled faces. But right now is
completely useless for me.<br>
<br>
What do you guys think about it?<br>
<br>
Regards<br>
<br>
Vicente<br>
<br>
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Took another look into this. Yes agree, the workaround would
be to use different vertex groups. So it is still possible but
it is something more time consuming. Unless I am mistaken,
problem is you cannot see the altered normals so you are not
aware if this problem exists. This is a real issue, no user
feedback what you are doing. <br>
<br>
Wasili<br>
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