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Topic: manual control of individual normals (Read 1855 times)
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frankenspline
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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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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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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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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.phpThe 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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