Thanks Pior, having spent years in 3DSM, rSelection is a lifesaver. How do you apply this modifier? When I go to apply it before exporting, it just reverts back to the original normals.
I have a question regarding Blender 3.1 and OBJ exports. I have a problem here that I already had with older versions Blender, but I knew how to fix it there. This method does not seem to work in Blender 3.1 anymore. The problem is with the naming of the objects/ meshes after OBJ export. Blender 3.1 changes the names of…
Some detailed info here about Blender filetype support as it currently stands. This should be VERY helpful for anyone using Blender as a part of a pipeline. http://code.blender.org/index.php/2011/01/importers-and-exporters/
@melviso t hasn't been released yet, but my point was that the addon is built on .fbx, so the epic team must have full confidence in its compatibility. Maybe the nightlies have a bug in the exporter?
I think it's on mont29' larger todo list. However there are some user-addons which allow export of custom vertex normals (FBX6.1): https://forums.epicgames.com/threads/986388-Blender-UDK-FBX-Tools-Addon
@joebount Are you saying that exporting the object and then importing into the same scene with the same unit settings, is giving an unexpected result? It'd make sense to me to have a wrong result if you exported something with a certain Length type and Unit Scale value, and then imported it into another scene with…
Yes it does but so do a lot of other things when it comes to game export. Making sure the mesh is clean is inevitable no matter the software.. The reason I say it is a strong feature is because it implies one less restriction and is more transparent. Here is a trivial example: A while back I was using Sculptris and I…
I think that's one way the BGE can still remain relevant in this age of UDK and Unity. Being able to export games to the Vita or 3DS would be very cool. But I guess Nintendo didn't release their SDK.
Last time I had to deal with vertex alpha Blender did not support it. I doubt that it changed. The CryBlend exporter for example converts a certain vertex colour setup to alpha. https://www.youtube.com/watch?v=la37bPt9wiE
What he is proposing is, to convert sharp edges to split vertex normals upon export instead of spliting the mesh. It should work for those who want to export meshes with proper smoothing without broken edges, be it to xnormal or other applications. This has nothing to do with manual editing. On an important note, if there…