Hi! I'm new hear and forgive me if this was already asked but after searching I haven't found any info on this.
For past few days this modifier gives me a real headache. It screws my geometry exporting pretty much.
The steps:
1. create a sphere
2. add Edit_Normals modifier
3. modify some normals, just to make the changes visible
4. collapse the modifier stack
5. now I'm trying to export them in this way:
a. if there are smooth groups, then use meshOp.getFaceRNormals
b. if there are no smooth groups present, then use getFaceNormal
After exporting I clearly see that modifications to normals are lost. But Max sees them intact.
The only way around this that I found is to manually (actually from script during exporting) add Edit_Normals to the mesh, export normals right from it (not from mesh itself) and then delete it.
This way I see the modifications made after exporting. But I'm not sure that this is the only "workaround". Perhaps there is another way of extracting normals? It's just that if I always use this method (creating Edit_Normals modifier manually) then exporting normals with different smooth groups becomes messy. Don't know why.
Here is the code that I tested with Edit_Normals:
bufFaceNormalList = #{}
bufEditNormals.ConvertFaceSelection #{faceIndex} &bufFaceNormalList
bufNormalIndex = bufFaceNormalList as array
normal1 = bufEditNormals.GetNormal bufNormalIndex[1]
normal2 = bufEditNormals.GetNormal bufNormalIndex[2]
normal3 = bufEditNormals.GetNormal bufNormalIndex[3]What am I missing here? How to properly export normals per vertex in different situations?

MKlejnowski · 2012-09-26