[Bf-gamedev] vertex normals editing

Bastien Montagne montagne29 at wanadoo.fr
Mon Oct 7 14:51:56 CEST 2013


Hi Simon,

I’m currently working over this topic - but it is not a trivial one, we 
have to be very careful with how we manages those custom normals… You 
can have a look at my current working doc, 
http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals 
:)

Best regards,
Bastien

On 07/10/2013 10:12, Simon Broggi wrote:
> Hello everyone,
>
> I've made a python script to edit vertex normals. 
> https://github.com/simonbroggi/Blender-Smoothgroups
>
> It lets the user assign some faces to a group. The normals connected 
> to a group of faces are then smoothed individually.
>
> The simplest application of this script is to create a beveled cube 
> with correct vertex normals and a minimum amount of polygons. In this 
> image, the cube on the right is makes use of the script 
> http://simon.insert-coin.ch/blenderNormals.jpg
>
> The script has some problems that make its use destroy workflow:
> -Every time the user enters edit mode the edited normals are lost.
> -Modifiers recalculate the normals. It would be great to use the 
> script in combination with the edge split modifier, as this is another 
> convenient method to edit normals. Unfortunately the modifier ignores 
> the normals and recalculates everything.
>
> These problems could be solved by implementing something similar in 
> the c code of blender. It would probably make sense to implement it as 
> a modifier. This would be a valuable tool for game artists.
>
> Greetings, Simon
>
> Simon Broggi
> Aargauerstrasse 60 - 12
> 8048 Zürich
> +41 77 401 9115 <tel:%2B41%2077%20401%209115>
> http://simon.insert-coin.ch <http://simon.insert-coin.ch/>
>
>
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