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fragMOTION 1.2.2 Released!
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Author Topic: manual control of individual normals  (Read 1855 times)
frankenspline
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manual control of individual normals
« on: May 03, 2007, 02:49:40 AM »

Is there any way to manually adjust an individual normal for a vertex? Still trying to solve the black eyelid problem.

thanks.

joe
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fragmo
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Re: manual control of individual normals
« Reply #1 on: May 03, 2007, 05:33:50 PM »

you would need to use the Info/Face Info tool but I don't recommend doing that.  Unless you are exporting to a vertex animated format such as .md2 or MDL3/5 then the problem with the normals is visual only.  The data isn't affected.  If you need a workaround for your own code then you can modify any affected parts of the model to use only 1 vertex weight.
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frankenspline
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Re: manual control of individual normals
« Reply #2 on: May 04, 2007, 02:01:55 AM »

I'm still not clear on what is happening here. I am weighting my animated normals using the same weights as the vertex weights. Does this mean that every vertex that is weighted and animated has a problem with the normals (although it may not be discernable?) Or is there something different about these eyelids that would not happen to, say, a muscle on some other part of the body?

I guess what I am asking is.. can this be fixed in a general way or is it a matter of unweighting ONLY the normals that look bad in an animation.

This seems to be a very interesting problem and although I can see what is happening, I still don't know exactly why.

joe
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NoBody
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Re: manual control of individual normals
« Reply #3 on: May 07, 2007, 08:15:19 AM »

My money is on that the bend of othere parts isn't as extream.
I think the normals should be constantly recalculated acording to the mesh shape rathere then beeing controled by the bone animations, although it sounds very taxing so maybe theres a faster way.

There was an c++ openGL tutorial on 3dbuzz about making a 3d game engine, to donload it though you have to be a membersponsor (i was and have it), maybe theres somthing in there that would help.
http://3dbuzz.com/vbforum/sv_dl_tr.php

The only othere quick fix i can think of is having the model referenc frame where the model has his eyes closed from the biginning, maybe this could should some light on the problem as well.
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