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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli