-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 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/ -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.5 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFE9dmTn11XseNj94gRAj26AJkBBupu4NOWalqnkUbfPsLekeBXHwCeO32Q 2MNqZrDUtOkap5679r766J8= =13yy -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
