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 ^_^* -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/11408607-bfc6-4faa-a852-20756b39921e%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
