I made a cool script (just starting in the Python API game)
it works like intend but the problem is speed, therefor performances..



*Imagine a set of faces ... why not something like 5984 polygons(=11800 
tris)now imagine you iterate over these faces and for each you get their 
set of vertex, and within that set you iterate through each vertex to set 
the normal* (*With MFnMesh.setVertexNormal()* )

like you can imagine that's Reeally quick with a thing like a beveled cube 
(26 polys)



*NOW, how Maya can update its vertex normals on the fly even with huge 
dense objects, and I get slow, and laggy with simply setting vertex 
normals???, even though It's not C++that's not fair ! there must be a way 
^_^*

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