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    Please report this in bug tracker, with an as simple as possible
    mesh to reproduce the issue. ;)<br>
    <br>
    On 07/10/2013 15:08, Paweł Łyczkowski wrote:
    <blockquote cite="mid:5252B261.5050308@gmail.com" type="cite">
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      Hey Bastien. I did a test with the new export normals
      functionality. Could you look at the broken effect I got?<br>
      <br>
<a class="moz-txt-link-freetext" href="http://blenderartists.org/forum/showthread.php?291881-Exporting-OBJ-and-FBX-physically-break-edges-no-love-for-the-game-making-community&amp;p=2485959&amp;viewfull=1#post2485959">http://blenderartists.org/forum/showthread.php?291881-Exporting-OBJ-and-FBX-physically-break-edges-no-love-for-the-game-making-community&amp;p=2485959&amp;viewfull=1#post2485959</a><br>
      <br>
      Cheers<br>
      PLyczkowski<br>
      plyczkowski.com<br>
      <br>
      Bastien Montagne wrote:<br>
      <blockquote type="cite"><br>
        Hi Simon,<br>
        <br>
        I’m currently working over this topic - but it is not a trivial
        one, <br>
        we have to be very careful with how we manages those custom
        normals… <br>
        You can have a look at my current working doc, <br>
        <a class="moz-txt-link-freetext" href="http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals">http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals</a>
        <br>
        :)<br>
        <br>
        Best regards,<br>
        Bastien<br>
        <br>
        On 07/10/2013 10:12, Simon Broggi wrote:<br>
        <blockquote type="cite"><br>
          Hello everyone,<br>
          <br>
          I've made a python script to edit vertex normals. <br>
          <a class="moz-txt-link-freetext" href="https://github.com/simonbroggi/Blender-Smoothgroups">https://github.com/simonbroggi/Blender-Smoothgroups</a><br>
          <br>
          It lets the user assign some faces to a group. The normals
          connected <br>
          to a group of faces are then smoothed individually.<br>
          <br>
          The simplest application of this script is to create a beveled
          cube <br>
          with correct vertex normals and a minimum amount of polygons.
          In this <br>
          image, the cube on the right is makes use of the script <br>
          <a class="moz-txt-link-freetext" href="http://simon.insert-coin.ch/blenderNormals.jpg">http://simon.insert-coin.ch/blenderNormals.jpg</a><br>
          <br>
          The script has some problems that make its use destroy
          workflow:<br>
          -Every time the user enters edit mode the edited normals are
          lost.<br>
          -Modifiers recalculate the normals. It would be great to use
          the <br>
          script in combination with the edge split modifier, as this is
          <br>
          another convenient method to edit normals. Unfortunately the
          modifier <br>
          ignores the normals and recalculates everything.<br>
          <br>
          These problems could be solved by implementing something
          similar in <br>
          the c code of blend
          er. It would probably make sense to implement it <br>
          as a modifier. This would be a valuable tool for game artists.<br>
          <br>
          Greetings, Simon<br>
          <br>
          Simon Broggi<br>
          Aargauerstrasse 60 - 12<br>
          8048 Zürich<br>
          +41 77 401 9115 &lt;tel:%2B41%2077%20401%209115&gt;<br>
          <a class="moz-txt-link-freetext" href="http://simon.insert-coin.ch">http://simon.insert-coin.ch</a>
          <a class="moz-txt-link-rfc2396E" href="http://simon.insert-coin.ch/">&lt;http://simon.insert-coin.ch/&gt;</a><br>
          <br>
          <br>
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