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    <div class="moz-cite-prefix">Hi again Bastien,<br>
      <br>
      Sorry for the delay in the answer.<br>
      Yes, I agree that something can be done following those
      instructions. However I'm still not completely happy. So I'm
      thinking of doing myself a python clone of the softimage approach.
      Do you know if the python API is good enough to achieve that
      result(the shown in the video)? In other words, Can I edit the
      normals of a mesh using python?<br>
      <br>
      Thanks<br>
      <br>
      Vicente<br>
      <br>
      On 04/03/2015 08:13 AM, Bastien Montagne wrote:<br>
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      <blockquote type="cite"> Bastien, Do you think what is show in the
        video can be done with Normal-edit modifier?<br>
      </blockquote>
      <br>
      Think so, yes? Make a vgroup containing the area you want to work
      on, use 'directional' mode of edit normal modifier, assign an
      empty (to which edited normals will point to), probably enable
      'Parallel Normals' to avoid the 'convergent' effect, and tweak the
      'mix mode' settings to your liking. Main difference I can see from
      that video is that it’s empty’s position, not rotation, which
      controls normal directions…<br>
      <br>
      <div class="moz-cite-prefix">Le 03/04/2015 00:46, Vicente a
        écrit :<br>
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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 moz-do-not-send="true" 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>
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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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