Imported OBJ Normals Split

Anonymous

Imported OBJ Normals Split

Anonymous
Not applicable

Hello.

 

Seeing as FBX for some reason can't support both smoothing groups and vertex normals I'm resorting to OBJ for exporting/importing into my scenes.

 

The problem with OBJ is even though it imports it exactly as I exported something, the normals all seem to be split up. So for example a vertex which would have an explicit normal, now has multiple, for each face it's part of. They're all still pointing in the same direction, but they're split apart. 

 

Doesn't this technically mean it's increasing my vertex count, as each vertex can only have one normal or am I wrong? It's a bit annoying as I have to revert to scripts to combine them back into a single normal, for both easier modelling and fear that I'm quadrupling my vertex counts...

 

kzuqa8S

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fla3d
Collaborator
Collaborator

I've seen this happening as well, try a Normal modifier with the "unify normal" checked. You can also try apply an Edit Mesh modifier, go to vertex and reset the normals there.

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Anonymous
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Thanks for replying. Unify doesn't seem to make a difference, and I don't want to reset the normals, they're modified and that's why I'm using OBJ rather than FBX.

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fla3d
Collaborator
Collaborator

Try the edit normal normal modifier, then you can go to vertex and unify the normals. I guess the problem with the normal modifier is that it only unify the face's normal, you need the edit normal modifier to edit the vertex's normal.

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Anonymous
Not applicable

Unify ends up doing the same thing as resetting the normals which I don't want, as well as combining normals on smoothing group splits. 

 

I tested and it doesn't change the vertex count in-engine, so it's just an annoyance for every object I want to import into my 3ds scene.

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