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 > > > >

