STEAM-GRUPPE
Blender Source Tools BleST
STEAM-GRUPPE
Blender Source Tools BleST
310
I SPIL
2,003
ONLINE
Grundlagt:
8. november 2013
Viser 251-260 af 589 forekomster
10
Too many bone influences per vertex
10
support vertex colors?
4
[Suggestion] Better support for custom normals
Oprindeligt skrevet af Masterlegodude:
importing [a model with 23358 polygons] with custom normals only took 14.4 seconds
If it's an SMD, importing it with custom normals completely ignores connections of triangles. If it's not an SMD, it probably stores what parts are connected to what parts within itself, and then share the vertices.

Oprindeligt skrevet af Masterlegodude:
wouldn't there be a way to compare the normal data per-face and just split the edges wherever the values don't match?
That's what's so insanely difficult to implement and will take exponentially-increasing "insanely" long time to import and calculate.

Oprindeligt skrevet af Masterlegodude:
[SMDs] have all that data for each polygon in them,
No, they don't. (And SMDs don't even support polygons, only triangles. ("Poly" refers to "any amount of" or something, and "gon" refers to... like, "any shape", with "polygon" referring to a shape that can have any amount of edges/corners.))

SMDs store each triangle's material name and its 3 vertices' positions in the 3D world space, normals, UV mappings, bone weight rigging, etcetera, basically everything there is to know about the triangle (except which edges are "sharp", as that's redundant with every triangle storing custom normals of each vertice).
But the thing is... it stores every single triangle separately, and it doesn't even store which triangles are connected to each other. The Blender Source Tools merge/weld/whatever every vertice together that are close enough to each other... but this does not work right at all when the vertices have custom normals, thus the triangles of custom-normal-imported-SMDs aren't connected. (Go on, try importing an SMD with custom normals enabled, then select everything of it in Edit Mode and do the Remove Doubles thing.)
And it'd be even harder to properly load in the custom normals after merging the vertices than working around it and truly splitting the edges of sharp edges between triangles.

Remember, the Blender Source Tools are a script made by one(?) person, who doesn't get paid for it, and Blender isn't built around specifically supporting it, instead being the other way around, unlike some of the tools VALVe use for Source editing or such. Speaking of other tools, you can use another tool, import the SMD with something built by a team specifically for it, export it as a DMX, import the DMX into Blender, and that should be good enough. (DMX stores which polygons are connected just fine and also support custom normals, which Blender can then import with no problem.)
5
Is the bone influence per vertex limit different between SMD and DMX?
5
is this normal?
4
Blender custom normals & Smoothing groups
Viser 251-260 af 589 forekomster