I want to map my normals to each polygon vertex by using eByPolygonVertex and eIndexToDirect, but I found when I import the genereated .fbx file into Maya,the normals on the vertices are not what I assgined to them, instead, those normals look like generated by Maya automatically.I don’t think there’s anything wrong with my code because I used the same way for UVs and they act very correctly.
Then I reorganized my data and did a test using eByControlPoint and eDirect mode, this time I see the correct normals on the vertices.
Can we only do this using eByControlPoint? It seems like the samples I checked are all using this mode for normals. But this won’t fit my needs because I could have multiply normals on one control point.
Any help I’d really appreciate it.
It is totally possible to set normals ByPolygonVertex, that is how they are also exported from Maya. But consider that if the mesh is connected to a skin, blendshape or anything that deforms it, they will get locked and Maya will recompute them upon import so they correctly draw.