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Vincent VIVANLOC wrote:
> Yep, this way is better and easier than making n copies and remove the
> vertices.
> 
> But what if you work on an existing model ?
> 
> When he created his model, the CG artist could not be aware or just did
> not care
> of exporter limitations. 

Well, then I will work with another artist. What is the point in
producing data you cannot use? The artists have to work closely with the
development team and the really good designers are aware of these issues
(what can and cannot be exported, how is it going to look, etc.) Trust
me, I had to deal with a team of designers like this.

What is important and what has to be solved by the technical members of
the team is how to make the work of the designers easier and to let them
understand the limitations and the process. That also means not imposing
arbitrary limitations only because it makes your life simpler.

However, if you buy the models somewhere online or just tell the
guy/girl with Maya/Max/Blender/... "Hey, make a model of X", then you
get what you ask for - very nice but unusable/unexportable file.

> with the cars from http://digilander.libero.it/pafurijaz/. However,
> I agreed that removing the mess  my script has created (a lot of
> dupliverts),
> could be also tedious :p.

How do you deal with the Z-fighting problem? That would bother me more
than the duplicated vertices (btw, dupliverts are something different in
Blender). Duplicated vertices are only a performance issue which could
be probably solved, but Z-fighting just plain looks horrible.

BTW, the car models are gorgeous (even though a bit polygon-heavy).

Regards,

Jan

- --

Jan Ciger
GPG public key: http://www.keyserver.net/

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