Thanks guys, that's what I was thinking as well. I made a change to my FBX 
exporter preparation, but I hope, the next FBX exporter will support 
triangulation as well.

 

Cheers

 

 

Szabolcs

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Tuesday, December 18, 2012 9:02 PM
To: softimage@listproc.autodesk.com
Subject: RE: Question about vertex normals, and move component

 

If I get you right, you are making the clone then doing the push and move ops 
on the clone?  Then you want to triangulate the source mesh and this is when 
your clone distorts?  Well I am afraid it would make sense to me that this 
happens, as the push and move ops are vertex number based, so when you 
triangulate I should imagine it changes the ordering.

S.

 

                                                               
Sandy Sutherland <mailto:sandy.sutherl...@triggerfish.co.za>  | Technical 
Supervisor 

 <http://triggerfish.co.za/en> 

 <http://www.facebook.com/triggerfishanimation> 

 <http://www.twitter.com/triggerfishza> 

________________________________

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Szabolcs Matefy 
[szabol...@crytek.com]
Sent: 18 December 2012 17:53
To: softimage@listproc.autodesk.com
Subject: Question about vertex normals, and move component

Hey Folks

 

Does anybody know (developers listen!) if the move component tool relies on the 
vertex normal?

 

We have a funny issue. We have a mesh and a clone of the mesh. We must maintain 
the connection between to two meshes to make sure that the topology is 
identical. We alter the clone using push, and move component, because this mesh 
must encapsulate the original mesh. It's a Cage in game dev terms

Now the thing is that, if I triangulate the source mesh, the clone mesh gets 
distorted. I think it's because of the vertex normal that might change during 
the triangulation, but I would like to know a bit more about it, since it 
affects our entire workflow. I'm also curious, if user normal can affect that 
(apparently not, but I'd like to heat a developer comment)

 

To repro the "issue" just make a cube, clone it, then apply a push on the clone 
with a reasonable push amount, the triangulate the original mesh. We have to 
triangulate the object, because at this moment FBX exporter has no option for 
triangulation, so it's up to the user to do it.

 

Cheers

 

 

Szabolcs

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