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angle weighted normals in maya 2013 (max vertex normals in Maya?)

polycounter lvl 17
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bugo polycounter lvl 17
It seems to me that Maya 2013 added the angle weighted normals like max uses. Not sure if I'm right but for my tests the assets baked in Max with the vertex normals exported from FBX look ok in Maya2013 if you setup on attribute editor and set it to be "angle weighted normals".

yescg.jpg

I don't have a really good test mesh here, I also don't have Max, I had one asset that I can't show. But I would invite anyone to test this out with a nice character or hard surface prop. Maya by default uses "Angle and Area Weighted" normals. It's a matter of switching to "angle weighted" only. If that's what the problem of back and forth between Max and Maya was, it's really good that they are adding such feature.

edit: oh, and yes, that would mean you can bake in Maya, send it to Max, and vice versa.

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