I found several Max scripts that seperate all elements to objects but none of those keep the mesh normals.
The only workflow that keeps the normals seems to be this:
-Clone the whole object
-Edit mesh, delete everything but one of the elements
-Repeat
This is for Destructible chunks that I need to import in UE4 seperated as objects. Now this can be 500-2000 chunks per asset so doing this manually like that would be kinda crazy.
If there is no solution for that Plan B could be to somehow project the old mesh normals on to all the seperated objects at once. But the steal normals scripts I found can't do that.
Any ideas?
Replies
http://wiki.polycount.com/wiki/Vertex_normal#3ds_Max
Speciifically:
I do the same as you : copy the object and delete faces. Dealing with normals is painfuly slow.
Works only for editable mesh. I did test on a simple object, so, if it does nothing, it's because it crashed
Yea, that wiki page was really helpful but making normals Explicit does not help in this case.
Same problem with that script.