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Wrong Normals on Exported Models #5
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After experimenting (and reading the codes), I think it wasn't a problem with the added verts after all. It appears that the addon re-generates normals based on orientation of verts from weighted bone. Adding verts to a mesh changes weights a bit, so borders of vertex groups will have wrong normals. Re-painting weight messes it up completely. I haven't a clue how this could be fixed tho :( |
Hi,
EDIT and yeah, i once had custom normals support in the addon. But on skeletal models i could not figure out how to map them to the formats math, since again, i could not figure out how they did the normals algo wise. It was one of those remaining secrets of the formats, so i just came up with an approximated algo. |
Hi again, I've found a workaround for now: Hopefully this info will help identify and solve the problem. EDIT nvm it looked good in Q3MT but not in game :( |
Hi, i'll take a look as soon as possible. As a sidenote: the formats do not support more than 3 weights per vertex, just so you know. The addon generates a warning in the system console if it finds a vertex which is influenced by more than 3 bones AKA has more than 3 weights. |
Thanks, I didn't know that! More than 3 means exactly 3 is good right? I tried limiting both weight levels and weights per vertex to 2 though, still no good :( |
"More than 3 means exactly 3 is good right?" 3 is good. |
Hi again, back with more of a question this time: how can I prevent vertices from being duplicated when exporting? If vert count is high enough, even with no islands, verts on seams will be duplicated resulting in incorrect normals.
Is there a good way to fix this? Or is there any way to edit verts/normals directly on the exported files?
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