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How to specify indices for normals, texture coordinates, and others, separately? #706
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I can answer this for myself, as I was already doing it for the texture coordinates: create a Primvar manually and assign it its own indices manually, like it's done for texture coordinates. |
Yes! In what likely was a poor decision, we made “normals” (and widths) be
builtin schema attributes that are *not* primvars, so they cannot be
indexed. However, before even checking for authored *normals* on a Mesh,
Hydra will look for *primvars:normals*, and that can be indexed like all
other primvars.
On Sun, Nov 25, 2018 at 6:54 PM zeman-88 ***@***.***> wrote:
Closed #706 <#706>.
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… have word break index. (PixarAnimationStudios#706) ### Description of Change(s) Fix build break on Mac, and the problem that the zero line should not have word break index. ### Fixes Issue(s) - <!-- Please follow the Contributing and Building guidelines to run tests against your change. Place an X in the box if tests are run and are all tests passing. --> - [ ] I have verified that all unit tests pass with the proposed changes <!-- Place an X in the box if you have submitted a signed Contributor License Agreement. A signed CLA must be received before pull requests can be merged. For instructions, see: http://openusd.org/release/contributing_to_usd.html --> - [ ] I have submitted a signed Contributor License Agreement
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I would like to specify the indices for other attributes other than the "point" ones.
I.e.: if I have N positions, and M normals, the indices for the normals for that Mesh are different from the ones for the positions.
Hence a call to CreateFaceVertexIndicesAttr won't cut it, as that only specifies the indices as if all the attributes for a vertex follow the same indexing.
Take this Mesh as an example:
what if I wanted to have a different number of normals from the vertices and specify their indexing differently? I would like to achieve something like this:
How can I specify different indices for different attributes of a vertex for a mesh?
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