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normals,smooth groups,mapping mode,just confused
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  • zydgyy
  • Posted: 06 December 2011 01:02 PM
  • Total Posts: 84
  • Joined: 09 November 2011 05:37 PM

Hi,all
Here is my steps,
use 3ds max to draw a sphere,clear smooth groups,then it has sharp edge
use fbx plugin to export it with disabled “Split per-vertex Normals” options!
then use FBX SDK to parse this file,i use GeometryConverter.TriangulateMesh(pKFbxMesh) to triangulate my mesh to make sure my mesh is all triangles,and then use SplitMeshPerMaterial(pKFbxMeshTriangulated) to split mesh to create some sub-meshes,then i get information per sub-mesh,but i found when i wanted to get normal each sub-mesh,every normal mapping mode is by polygon vertex!WHY,i saw it in the 3ds max,normals are per control-points!!!!!



Replies: 1
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Hello zydgyy, could you tell us the exact steps you did in Max? How did you clear smooth groups on the sphere?

I tried to reproduce this by applying a smooth modifier on the Sphere to make hard edges, and then apply a Edit Normal modifier to check the normal, I always see the normals are by polygon vertex. So how did you make it to be per control point?

3ds Max is not my field, so need a more clear description :).

Author: Jiayang Xu

Replied: 06 December 2011 09:21 PM