deadlineproof, this looks good! Can you select multiple faces and use the "Apply to Face" button? Or does it only work face by face, or on the entire object. How is the script determining which faces to apply it to when doing it on an entire object? I can't imagine it being able to always chose the right ones on a more…
there are a couple of scripts that would enable you to do this on a face-by-face basis (setting normals to be perpendicular to their respective face) .. I think there's one by SyncView and possibly one by FunkyBunny? and: http://www.scriptspot.com/3ds-max/scripts/poly-average-normals but i might have mistaken the…
funshark> 1) Manually tweaked to get "hard" look where the extrusion/cube meets. 2) Way you described. "Set to face" w. "Match face normal" and then Soften Edge. Note the look where extrustion meets the cube. 3) Soften edge only, no "Set to face".
I'm still mulling over this, thanks Laurens. Working per face is a too coarse process as you stated. In the case you provided the poly wouldn't be selected, but I got your point. Selections in Edit Normals Modifier are quite hard to manage, so I'd say it would be better to handle them in Editable Poly, than apply the…
SyncViewS: How about thinking about it in a different way? This just dawned on me: why not work with a script that's about selecting the faces other than the ones you average with the current method ? It seems like a better way to work, setting the adjacent normals correctly, since you might not always want to average all…
Had the same problem, at first. I later realised I had to set the object to one smoothing group (like his 4th object in the screenshot) ad then apply the modifier. Then, using Face, select a planar faces and in the "Average" box click "Selected". Do that to all planar faces. I could be completley wrong, but in the end my…
For Maya users, I think I found a (very simple) workaround : - Use the "set to face" function and be sure to choose the "Match face normal" option. - Note that the modified normals will be locked - Then simply apply a "soften edge" normal modifier on the whole mesh. The unlocked normals will match the locked ones. ( Tested…
Hey I made a quicky script to average normal in edit poly mod [code]-- AverageNormal V1.1 -- Fucking average normal for selected face -- 29 Septembre 2009 -- macroScript run on 3dsmax 2009 in edit poly mod -- http://mathieujacquin.free.fr macroScript AverageNormal category:"zOffTy Tools" tooltip:" AverageNormal "…
Glib, vertex normals and hard/soft edges can be independant when exporting, as an exporter could export one point for each of the normals of your vertex (when it's on a hard edge), but not actually export the vertex normal direction. But yeah, I'd be pretty surprised if Unreal can't do that... would suck. This is a great…
face area but it doesn't work in all cases so i'm studing something better.Now i'm using 2 models in one of them you have to delete all bevels ( by poly area + manually selcting deselecting )it works ok but it always skip some vertex. Es in the video the inner cylinder is wrong because a face have badly oriented normal.…