try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
If you want to display normals for a specific object only, you can use Display > Polygons > Face Normals or Vertex Normals If you want all future meshes to display your normals, you'll want to go to Window > Settings/Preferences > Preferences, go to Polygons category on the left, and check the Normals box in either the…
Hi Guys! first to all what a awesome place to learn and share knowledge! second I really sorry about my english, I will try to explain the best i can, nobody in spanish forums are helping me with this (dont know why, i think might be the facebook algorithm for post or something) Sooo here is the problem: This is how it's…
hehe yeah should never make promises you cannot hold ;) The "raw code" is fairly simple and straight forward. A working version has been around in 3ps for quite some time, but its not really of interest here, as clients use classic methods. Hence I never saw the need to push it out again, given the work associated with…
I hate cages too. And I have not noticed marmoset does it any different. But I am not sure, haven't used it much. I myself just have all vertex normals up in such case. it helps with lods too. And I keep same UV on hires model. Then I just have a material in Blender where input geometry node normals have been *0,5+0,5, for…
You're probably importing the normal data from the mesh, so the normals are probably locked. You can reset them by using the collapse utility in the utilities panel, or with an edit normals modifier.