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11991 Posts in 1587 Topics- by 3509 Members - Latest Member: lioneltenel

27. May 2012, 01:21:06 am
Xith3D CommunityGeneral CategoryGeneral Discussion (Moderators: Marvin Fröhlich, 'n ddrylliog)Blender exporting
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Marvin Fröhlich
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« Reply #15 on: 20. October 2007, 02:59:49 pm »

Normals inverted and materials added.

Marvin
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'n ddrylliog
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« Reply #16 on: 22. October 2007, 07:53:44 pm »

BrazilianBoy : lighting. Thanks Cheesy        (please don't feel offended, it's just that.. maybe you have confused by the fact that Xith3D is as fast as lightning ? Wink )
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BrazilianBoy
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« Reply #17 on: 22. October 2007, 08:00:06 pm »

Everything is always put together, so... Well... What am I going to say?  Grin

 
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Marvin Fröhlich
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« Reply #18 on: 15. November 2007, 10:28:02 pm »

This is not directly related to the exact topic, but it is related to Blender Smiley...

Is there a way to generate vertex normals (not face normals) for a given model in Blender? And if there is, where and how?

Thanks.

Marvin
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BrazilianBoy
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« Reply #19 on: 16. November 2007, 12:06:32 am »

Is there a way to generate vertex normals (not face normals) for a given model in Blender? And if there is, where and how?
Do you want to get smooth surfaces? Or hand-edit the normals?
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Marvin Fröhlich
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« Reply #20 on: 16. November 2007, 01:07:32 am »

Do you want to get smooth surfaces? Or hand-edit the normals?

I need vertex normals for smooth lighting. I don't want to hand-edit the normals, but use the ones, that blender calculates and export them to OBJ.

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« Reply #21 on: 16. November 2007, 07:36:36 pm »

Just select the object, type F9 (or click in the edit button), find the "Set smooth" button inside the "Links and Materias" tab, and press it.
Make sure to have the "Normals" button pressed in the export options.

That's it Smiley
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« Reply #22 on: 19. November 2007, 07:36:34 pm »

Here goes another Blender question, not directly related to the topic:
I've created some new bones in my armature. How can I create new vertex groups for these new bones?

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« Reply #23 on: 19. November 2007, 07:58:52 pm »

@BrazilianBoy:

Strange, I did exactly that and it has no effect at the end.
Sure that the wavefront-export uses the right settings?

The VN are listed in the file but they aren't usable ...
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Marvin Fröhlich
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« Reply #24 on: 19. November 2007, 08:00:42 pm »

The VN are listed in the file but they aren't usable ...

Yes, what comes around in the file are actually face-normals.
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« Reply #25 on: 20. November 2007, 02:44:52 pm »

The VN are listed in the file but they aren't usable ...
Yes, what comes around in the file are actually face-normals.
There must be a problem with the exporter.
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« Reply #26 on: 21. November 2007, 04:04:19 am »

Could you take an average of the surrounding face normals?
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Marvin Fröhlich
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« Reply #27 on: 21. November 2007, 01:25:39 pm »

Could you take an average of the surrounding face normals?

I have already written a vertex-normal-calculation code. Hey, btw. you may be interested in it. It is GeometryUtils.computeVertexNormals(). It works perfectly. But the point is, that I would like to avoid the additional computation (-time) by loading the correct normals from the model file.

Marvin
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« Reply #28 on: 26. November 2007, 11:37:46 am »

I've tried animation in the MD5 Model, and look at my result:

I think that some axis have to be swapped for this to work.
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Marvin Fröhlich
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« Reply #29 on: 26. November 2007, 12:56:47 pm »

Maybe you want to have a look at the JAGaToo source for the MD5 loader. It is quite straight forward.

Marvin
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