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    <title>topic Re: RVertex from MNMesh in 3ds Max Programming Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5895360#M14967</link>
    <description>&lt;P&gt;I solved it with a bit of a hack, assuming it is safe.&lt;/P&gt;&lt;P&gt;I keep the triangle mesh next to the poly mesh, assuming they have the same vertex order and I get the actual normals from the mesh now, that seems to work well.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Thu, 05 Nov 2015 22:42:32 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2015-11-05T22:42:32Z</dc:date>
    <item>
      <title>RVertex from MNMesh</title>
      <link>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5895308#M14966</link>
      <description>&lt;P&gt;I'm trying to read out the normals for a given vertex in a given face inside an MNMesh. The MNMesh::GetVertexNormal(..) is the averaged normal, which isn't what I want.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Basically I'm searching for the RVertex for a given vertex inside a given face. I know how to do this for a regular Mesh, but somehow I can't find how to do this for an MNMesh object. Does anyone perhaps know?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I need to use MNMesh as I don't want the triangulated mesh, but the poly mesh.&lt;/P&gt;</description>
      <pubDate>Thu, 05 Nov 2015 22:12:35 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5895308#M14966</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2015-11-05T22:12:35Z</dc:date>
    </item>
    <item>
      <title>Re: RVertex from MNMesh</title>
      <link>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5895360#M14967</link>
      <description>&lt;P&gt;I solved it with a bit of a hack, assuming it is safe.&lt;/P&gt;&lt;P&gt;I keep the triangle mesh next to the poly mesh, assuming they have the same vertex order and I get the actual normals from the mesh now, that seems to work well.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 05 Nov 2015 22:42:32 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5895360#M14967</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2015-11-05T22:42:32Z</dc:date>
    </item>
    <item>
      <title>Re: RVertex from MNMesh</title>
      <link>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5950761#M14968</link>
      <description>&lt;P&gt;Hello,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Would you mind posting your method to resolve this?&amp;nbsp; I am currently in the same situation where I want to calculate the MNMesh's vertex normals using Smooth Groups... and as you figured out-- its RVertex member is private and inaccessible &lt;EM&gt;(wtf Autodesk?)&lt;/EM&gt;...&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;...anyways, I have the vertex normals exporting properly when there are specified/explicit vertex&amp;nbsp;normals (via an Edit_Normals Modifier) using class MNNormalSpec... but I can't get the correct normals when I want them based on smoothing groups.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Any help would be greatly appreciated.&amp;nbsp; Thanks!&lt;/P&gt;</description>
      <pubDate>Mon, 14 Dec 2015 18:12:51 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5950761#M14968</guid>
      <dc:creator>michael_lawler</dc:creator>
      <dc:date>2015-12-14T18:12:51Z</dc:date>
    </item>
    <item>
      <title>Re: RVertex from MNMesh</title>
      <link>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5950780#M14969</link>
      <description>&lt;P&gt;Hi,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;What I did was a super hack, and it works only in like 90% of the cases.&lt;/P&gt;&lt;P&gt;Next to having the MNMesh I keep a triangle mesh as well, using the other mesh/trimesh class.&lt;/P&gt;&lt;P&gt;And I first check if the vertex count in both meshes is the same.&lt;/P&gt;&lt;P&gt;If it is the same, which it is in most cases, I get the normals from the triangle mesh for the given vertex numbers.&lt;/P&gt;&lt;P&gt;That works good in all cases I tested.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I use it to export mesh data to a custom format.&amp;nbsp;&lt;/P&gt;&lt;P&gt;In case the vertex counts in the triangle mesh and MNMesh are different, I force exporting the triangle mesh.&lt;/P&gt;&lt;P&gt;It is not how it should all be, obviously a mega hack and it doesn't even work in 100% of the cases as sometimes magically the vertex counts are very different (not sure why, I tried deleting dead vertices etc already in MNMesh).&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;For me it is an ok workaround now, but I would also really like to do this properly and just get the vertex normal from the MNMesh directly. Next to this I had other issues as well. I felt like I was the first one to ever use that class. Really bad from Autodesk in my eyes.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;In Maya this works so much cleaner &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt; They should just let Max die as it is one super hack that evolved from the same code base as the initial MS-Dos version if you ask me &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 14 Dec 2015 18:22:26 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5950780#M14969</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2015-12-14T18:22:26Z</dc:date>
    </item>
    <item>
      <title>Re: RVertex from MNMesh</title>
      <link>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5952390#M14970</link>
      <description>&lt;P&gt;I think I may have a better solution that will work all the time... I will try it out this evening.&amp;nbsp; Basically, use the MNNormalSpec pointer to the MNMesh... and if the MNNormalSpec pointer&amp;nbsp;returns NULL... immediately make all normals specifed using:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;MNMesh mnmesh(*pMesh);&lt;BR /&gt;mnmesh.MakePolyMesh();&lt;BR /&gt;mnmesh.EliminateBadVerts ();&lt;BR /&gt;mnmesh.EliminateDoubledMappingVerts();&lt;BR /&gt;mnmesh.EliminateIsoMapVerts();&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;MNNormalSpec *nspec = mnmesh-&amp;gt;GetSpecifiedNormals();&lt;BR /&gt;&lt;BR /&gt;if (nspec == NULL)&lt;BR /&gt;{&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; mnmesh-&amp;gt;SpecifyNormals(false, NULL); //make all unspecified normals-- specified&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; nspec = mnmesh-&amp;gt;GetSpecifiedNormals();&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; nspec-&amp;gt;CheckNormals();&lt;BR /&gt;}&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;//&amp;nbsp;iterate thru faces/vertexes and get the normal from nspec&lt;/P&gt;</description>
      <pubDate>Tue, 15 Dec 2015 16:18:06 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-programming-forum/rvertex-from-mnmesh/m-p/5952390#M14970</guid>
      <dc:creator>michael_lawler</dc:creator>
      <dc:date>2015-12-15T16:18:06Z</dc:date>
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