It worked ! Thanks!

It was the "Smoothing Groups" in Maya, it wasn't checked.

I still wish there was a way to convert that normal cluster though :P

Martin

On Sun, Apr 12, 2015 at 6:33 PM, Tim Leydecker <[email protected]> wrote:

> In the Softimage FBX import options, there is a checkbox under "Include":
>
> Hard Edges - that´s off by default, you want this on.
>
> I´m setting this to on and then I get a MarkHardEdge/Vertex op
> floating in the Modeling Stack on import of the *.fbx
>
> Those egdes are indentical to what I selected as Hard edges in Maya and
> they show up blue as one would expect inside Softimage.
>
> Unless you had triangulate on while exporting from Maya, that´ll create
> extra
> hardened edges, due to the triangulate option doing it´s thing.
>
> Unreal4engine would like to have Tri´s for import of *.fbx files but in
> terms
> of full control, it´s not adviseable to have *.fbx decide on triangulation.
>
> It´s better to do that manually based on the desired result and have *.fbx
> not triangulate automatically, which can lead to unwanted shading errors.
>
> For best I/O between Softimage and Maya, autotriangulation should
> definitely
> be off.
>
>
> Cheers,
>
>
> tim
>
> Am 12.04.2015 um 11:09 schrieb Martin:
> > I only get a normal cluster, so visually it is the same but the edges
> are not marked (no blue edges).
> >
> > I'll try different options and FBX versions just in case. Maybe
> something had changed in newer versions.
> >
> > Although it is visually the same, the problem with this normal cluster
> is that it is very fragile if you need to change topology and do some other
> things after that. Also any script reading hard edges won't work. Also you
> can't add hard edges because this cluster overrides everything. I'm not
> sure how much this could affect the output to a game data format but the
> biggest problem is that my client just won't accept a normal cluster
> instead normal hard edges.
> >
> > The easiest solution I found was to disconnect hard edges in Maya, and
> in SI, select border edges, mark them as hard and merge. Easily scriptable.
> Not quite the same but close enough.
> >
> > The problem is when I don't have the original Maya data and only have an
> FBX and/or a SI data with user normal cluster. I though it wouldn't be that
> hard to convert somehow that cluster to edges, but it seems it is.
> >
> > Martin
> > Sent from my iPhone
> >
> >> On 2015/04/12, at 17:17, Tim Leydecker <[email protected]> wrote:
> >>
> >> Maybe I don´t get the question properly but for the following, it seems
> to work:
> >>
> >> In Maya, create Polysphere, select some edges, go to Normals>Harden Edge
> >>
> >> Export the sphere using *.fbx, in the *.fbx export options under
> Geometry, make
> >> sure that "Smoothing Groups" is ticked on and Tangents and Binormals is
> on, too.
> >>
> >> IIRC, in the *.fbx export options, those setting can sometimes be
> ticked off from a preset.
> >>
> >> In Softimage, go to File>Import>Import FBX...
> >>
> >> In my little test using Maya 2014/Softimage2014 and *.fbx plug-in
> version 2014.1 (release 214447),
> >> the sphere came in fine into Softimage, showing the hard edge rings
> created in Maya correctly.
> >>
> >>
> >> Cheers,
> >>
> >> tim
> >>
> >>
> >>> Am 12.04.2015 um 00:46 schrieb Matt Lind:
> >>> Technically speaking, hard edges is just a special case of normal
> cluster where the specific normals associated with the edges are not
> smoothed via smoothing/discontinuity/etc... They are left in their original
> raw state (perpendicular to surface).  You do not need to create "hard
> edges" to have the same end result of faceted edges on the mesh.  You only
> need to know which normals in the normal cluster should be interpolated vs.
> not.
> >>>
> >>> Normals live on samples (or 'polygon nodes' for the specific case of
> polygon meshes), which are the original unshared vertices of the mesh.  If
> you want to preserve hard edges coming from Maya, you'll need to keep track
> of the sample indices and make sure they don't change during the
> transition.  If the samples change order, then your backup plan is to
> record the vertex index and polygon index together in Maya and pass that
> along as metadata to Softimage as that'll be needed to identify which
> sample on a vertex should be flagged for hard edges (because each vertex in
> Softimage has multiple samples).
> >>>
> >>> If polygon indices change too, then the only brute force method
> available is to unshared all the edges of the mesh in Maya to force the
> vertices to be unique so when you get them over to Softimage it'll be easy
> to identify and flag...but of course unsharing on it's own will force hard
> edges on all the unshared edges so in some ways will defeat the purpose.
> >>>
> >>> An alternate non brute force method (if all the indices keep shifting
> around) is to apply a vertex color property or UVW texture projection and
> record the edge flags there, then have a plugin in Softimage read that data
> and apply the hard edges.  A little clunky, but perfectly functional as I'm
> pretty sure vertex colors and texture UVW coordinates are properly
> converted.
> >>>
> >>> Matt
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> Date: Sat, 11 Apr 2015 19:31:06 +0900
> >>> From: Martin Yara <[email protected]>
> >>> Subject: Hard edges from Maya to Softimage
> >>> To: "[email protected]"
> >>> <[email protected]>
> >>>
> >>> Hi list,
> >>> Is there any way to export hard edges from Maya to Softimage as hard
> edges
> >>> (not normal clusters) ?
> >>> I though about getting a list of edges from Maya, but when I import the
> >>> data in Softimage the edge numbers change and differs from Maya. Vertex
> >>> indexes are the same though.
> >>>
> >>> Or better, is there any way to convert those normal clusters to hard
> edges?
> >>>
> >>> I have to convert character scene files from Maya to Softimage and
> right
> >>> now I'm redoing all the hard edges in Softimage and it is quite time
> >>> consuming.
> >>>
> >>> Thanks
> >>>
> >>> Martin
> >
>
>

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