Here's the website where you can donate to the aforementioned project, that is aimed at bringing the export of sharp edges without splitting geometry to Blender. http://mont29.wordpress.com Also, there's a very detailed explanation.
I'm struggling to understand what you're trying to do here because that looks like you've applied a uniform Set Smooth to the entire mesh, absent of *any* edge splits and then baked that. If that's the case then you'll never get the bake I think you're expecting because the process just doesn't work like that (as you…
Good crash course on the armature system here for you animators. http://vimeo.com/20547255 @Vrav: do you mean triangulation? Use ctrl+t, and in your edge specials (ctrl+e) you can rotate the edge if it triangulates the wrong way. @Mongrelman: yeah, the knife tool has been a common complaint, but you can merge verts like…
Talking of the feedback, could you guys help with testing smoothing groups export in Blender? http://www.blenderartists.org/forum/showthread.php?291881-Exporting-OBJ-and-FBX-physically-break-edges-no-love-for-the-game-making-community
Thanks for coming here to polycount tom, its great hearing feedback and opinions from people that are actually involved with the softwares direction! One thing that i had a little trouble with the other day was that i made a mesh to export to another program, but i had a problem somewhere on the mesh where i had some…
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…
the problem is that blender dosnt support spilt normals or vertex normal editing at all, I was saying once that feature is there at the core it should be easy for tools to be made to support all the differnt workflows for editing normals and setting hard edges.
^haha well i prefer blender to maya too :p i mean it has interactive bevel, that vertex slide, edge slide, loop insert and inset tools :D and i can use it damn fast too.
@Tiles - well, in theory that sounds reasonable ... but in actual practice this isn't quite as simple as it seams seems for a number or reasons : 1 - The unwrap may have been fully done already, in a very clean way but just missing the split-and-spread. This can happen when reworking an earlier asset, or even simply when…
Kat: I'm a longtime user of Max, and I've not once missed smoothing groups when made to use other software (Maya, Modo etc.), I feel hard edges are just superior when it comes to ease of use and clarity.