Exporting Skinned mesh will recompute vertex normals
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12-18-2018
10:28 AM
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Maya documentation says:
"Normals are automatically unlocked for all deformed geometry imported into Maya."
But in a multi software pipeline using Max and Maya and game engine, the normals must be recompute only when we want. So this is very important to be able to control if we want to recompute or not the normals. Is it possible to not automatically unlock normals for deformed geometry? Or can it be added in a future release of Maya?
Currently we model in Max and animate in Maya, so the modeler loose control of the normals after the animator modify the skinning and weight of the asset.
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