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Fix Vertice calculation upon exporting ped (head) ydd #646

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ook3D opened this issue May 27, 2023 · 3 comments
Open

Fix Vertice calculation upon exporting ped (head) ydd #646

ook3D opened this issue May 27, 2023 · 3 comments
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@ook3D
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ook3D commented May 27, 2023

image

appears that head models need to be very specific regarding their vertice count, and IIRC everything gets automatically triangulated apon export, maybe an option to disable this when exporting could fix this.

@Disquse
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Disquse commented May 27, 2023

vertice count and order, this is required for head blend/micro morph systems to work properly.

@coltfox coltfox added the investigate Investigate this label May 28, 2023
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coltfox commented May 28, 2023

and IIRC everything gets automatically triangulated apon export, maybe an option to disable this when exporting could fix this

That has nothing to do with this. You have to triangulate the meshes on export, as the game engine (and any rendering engine for that matter) renders in triangles. N-gons is just a feature of Blender. Even Blender actually renders the meshes faces as triangles.

@ook3D
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ook3D commented May 28, 2023

That has nothing to do with this. You have to triangulate the meshes on export, as the game engine (and any rendering engine for that matter) renders in triangles. N-gons is just a feature of Blender. Even Blender actually renders the meshes faces as triangles.

ah, i forgot about that

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