is there a script that makes the normal a cross product of the 2 longest edges attached to tem? would be cool for making the look of campfered models more acurate because the 2 longest edges are usually not the campfered edges and so it looks like unsmoothed in the middle and the campfered edges alone make the smoothing…
I've just started using this script for maya: http://migugi.net/mel/normalTools/ The "fillet" function does somewhat what you´re asking for. it's not fail proof, but still usefull.
Ah yes I see what you mean. Surely those "fillet" scripts in that link which was posted do what you require? Gamedev: this can still be useful even if you're making highpoly meshes and baking normals, since if your larger polys end up "flat" (as the far right example) then you will end up with less gradients in the…
Right, I can see how a "target weld normal" might be useful I guess. Not quite sure how that would really help in a lot of cases though. Usually I'd just have an averaged normal anyway, then just edit it to point in the direction I want.