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Can we assgin vertex normals only using eControlPoint mapping mode?

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Message 1 of 3
Anonymous
274 Views, 2 Replies

Can we assgin vertex normals only using eControlPoint mapping mode?

I want to map my normals to each polygon vertex by using eByPolygonVertex and eIndexToDirect, but I found when I import the genereated .fbx file into Maya,the normals on the vertices are not what I assgined to them, instead, those normals look like generated by Maya automatically.I don't think there's anything wrong with my code because I used the same way for UVs and they act very correctly.

Then I reorganized my data and did a test using eByControlPoint and eDirect mode, this time I see the correct normals on the vertices.

Can we only do this using eByControlPoint? It seems like the samples I checked are all using this mode for normals. But this won't fit my needs because I could have multiply normals on one control point.

Any help I'd really appreciate it.
2 REPLIES 2
Message 2 of 3
RobertGoulet
in reply to: Anonymous

It is totally possible to set normals ByPolygonVertex, that is how they are also exported from Maya. But consider that if the mesh is connected to a skin, blendshape or anything that deforms it, they will get locked and Maya will recompute them upon import so they correctly draw.
Robert Goulet, FBX Dev Lead
Message 3 of 3
Anonymous
in reply to: Anonymous

You can duplicate the vertices for the all faces that needs to have their own normal.

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