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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&p=2485959&viewfull=1#post2485959">http://blenderartists.org/forum/showthread.php?291881-Exporting-OBJ-and-FBX-physically-break-edges-no-love-for-the-game-making-community&p=2485959&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 <tel:%2B41%2077%20401%209115><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/"><http://simon.insert-coin.ch/></a><br>
<br>
<br>
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