we're looking at using morph targets for character facial expressions- the coders want us to split off the front of the face so that it's a seperate model (so that they only store vert positions for the face)
sounds ok to me, but I'm concerned that the head being 2 seperate meshes will cause a nasty seam down the sides. Does anyone know how to seperate the front off without affecting the vert normals on the edges? or average them once they're seperated?
I know I can edit them by hand, and that kind of works but its tricky and time consuming, I'd like to get the normals as they were when the surface was set to smooth
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edit: yeah thats a negative hehe. its the difference between just blending static models or getting the skinned position of the base mesh then getting the skinned position of the target mesh then blending them.. we don't have the power captain
Anyway, in 3dsMax, you just select both objects, then apply an "Edit Normals" modifier. Go down to "Average," click "use threshold," reduce the threshold to something very small, drag and select all normals (or just those you want to unify) and select "Selected."
If you are using Maya, select the vertices on both objects, and use "average normals" under "Edit Polygons-Normals".
EDIT: Whoops, read the title, see you are using Maya 8.5... I will leave the 3ds instructions in there in case they are useful to anyone, though.
So you could try going along the "Cut Lines" and locking the Vertex Normals there, then detach the respective parts.