There's aren't any smoothing group ids because the. obj, and then import the obj into Maya to tweak some of the normals. obj from and then importing to Maya? I'm trying to picture the situation where you would custom edit the normals in Maya or another app, export as an. If you don't mind me asking, what software are you exporting the. This, however, may not have been the solution you're looking for. By default they're locked on import, but there's an option in the geometry rollout of the importer to unlock them. With the FBX format, you can import an object with the normals unlocked. ![]() I do know someone by the name of Marcel Vijfwinkel had attempted to write such a plugin ( In this thread: ) but as I've tried it recently it no longer seems to work after it is done processing the model becuase the normals are still locked once the progress bar has went through and "done its thing". ![]() If this isn't possible, would anyone be kind enough to write a mel script that would successfully unlock normals while simultaniously assessing which edges were already soft or hard and reapplying them in an unlocked form and that works in Maya 2012/2011? ![]() This brings me to my question of how would one go about unlocking normals on a model in Maya while retaining all the smoothing that was done to them before said unlock that destroys the smoothing. When the normals are locked they also dont ever want to export correctly in the final product when they are compiled into the source engine via the 3DS Max plugin (The normals appear to look fine in 3DS Max viewport but if you look into smoothing group info it shows it has none). My biggest issue is that when I have a situation where I have locked normals (IE: importing any obj into maya which locks the normals automatically, a pain) the normals can't be edited unless you click "unlock normals" which completely resets all smoothing that was done and pretty much means if i want to edit the normals I will have to completely redo them all over again and this is VERY tedious on more complex models. I've been having a on-going issue with the whole process of editing or exporting models that have locked normals and importing them into 3DSMax where I use a plugin that is meant for quickly compiling the models to source without having to manually write and QCs or anything.
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