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Can we assgin vertex normals only using eControlPoint mapping mode?
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  • Total Posts: 9
  • Joined: 28 August 2012 01:40 AM

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.



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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.

Author: Robert Goulet

Replied: 16 November 2012 06:15 AM  
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You can duplicate the vertices for the all faces that needs to have their own normal.



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