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

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