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Blender to MED with correct Smoothing groups #455853
11/01/15 11:54
11/01/15 11:54
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Machera Offline OP
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Machera  Offline OP
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Dear All;

I need your help with the following subject,

I want to export my model from Blender to Gamestudio with Correct Smoothing Groups without using Edge Split Modifier. Because as you know, that thing explodes whole mesh into the splitted groups based on smoothing angle which may cause some rigging / animation problems later on.

TL:DR;

Could you explain the best scene data transferring workflow from blender to MED?

Thanks in advance,

Best Regards

Levent.

Re: Blender to MED with correct Smoothing groups [Re: Machera] #455860
11/01/15 15:57
11/01/15 15:57
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Kartoffel Offline
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Kartoffel  Offline
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Sadly, smoothing groups aren't supported by Acknex and most other engines (as far as I know).


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Re: Blender to MED with correct Smoothing groups [Re: Kartoffel] #455862
11/01/15 18:26
11/01/15 18:26
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Machera Offline OP
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Machera  Offline OP
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I assume there must be at least 10 Blender users in this forum working with MED laugh I hope one of them explain his/her workflow.

Re: Blender to MED with correct Smoothing groups [Re: Machera] #455867
11/02/15 06:58
11/02/15 06:58
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Wjbender Offline
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Wjbender  Offline
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I believe the engine will double/split vertices per face anyway ,so there is no need for concerns ,except to always keep under the 16 bit mesh buffer limits .


Last edited by Wjbender; 11/02/15 09:40. Reason: think I wrote 32 when I meant 16 bit

Compulsive compiler
Re: Blender to MED with correct Smoothing groups [Re: Wjbender] #455880
11/02/15 11:22
11/02/15 11:22
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txesmi Offline
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txesmi  Offline
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Originally Posted By: Wjbender
I believe the engine will double/split vertices per face anyway


As far as I know it does not. I always had to cut meshes by myself in order to get sharp and soft edges.

Re: Blender to MED with correct Smoothing groups [Re: txesmi] #455887
11/02/15 13:44
11/02/15 13:44
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Wjbender Offline
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yes you have to split based on normals in the modeler if it supports smoothing groups , but I am refering to the question , if its a concern that more vertices are then needed .

and I believe its no concern as long as the vertices stays below 16 bit range , the engine would only need to have all of the mesh data in a single mesh buffer for a single draw call ..

if in fact the model goes over the limit , the mesh can be seperated in to multiple nodes , if needed by the modeler I think .

and I believe the engine splits triangles such that each has its own vertices , it might be the case for blocks , I am not sure but I remember having difficulty with vertice counting sometime and figured out sometimes theres duplicate vertices ,because some triangles have seperate vertices ,which led me to believe the engine splits them .

anyway , I could be very wrong .


Compulsive compiler
Re: Blender to MED with correct Smoothing groups [Re: Wjbender] #455890
11/02/15 14:17
11/02/15 14:17
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Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Its true. The mesh can be cut by the engine but I guess it happens when different UV coords are set for the same node, but I am not sure too.

Re: Blender to MED with correct Smoothing groups [Re: txesmi] #455892
11/02/15 14:53
11/02/15 14:53
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Wjbender Offline
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agree I am technically 100% unsure :-D

you got me thinking with the uv thing , now I am totally unsure , depends on the d3d vertex declaration structure used ?

and I actually would also like to know the steps needed for a successful export from such as blender .


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Re: Blender to MED with correct Smoothing groups [Re: Wjbender] #455897
11/02/15 16:07
11/02/15 16:07
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Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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I am sorry, I know nothing about Blender...

I am pretty sure a vertex can contain a single primary UV coords pair only, the one identified as TEXCOORD0. That is why I guess that when a single mesh is unwrapped in multiple zones it gets cut by the import process.

Re: Blender to MED with correct Smoothing groups [Re: txesmi] #455898
11/02/15 16:29
11/02/15 16:29
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Machera Offline OP
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Guys thank you for your answers! However, I dont have any technical background like yours. What I am exactly sure that, blender can able to render hard / soft edge objects without splitting mesh. However, I understand from your answers that MED could not support this feature right know so I have to use Edge Split Modifier frown

I also want to add that, I had similar issue with 3DS Max as well despite using FBX 2010 with selecting "Include Smoothing Groups" option.

I hope someone response my concern with more definitive explanation.

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