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Mesh smoothing issues with Tazpn's tools


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6 réponses à ce sujet

#1
Redfender

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I noticed that Tazpn seems to be on hiatus at the moment, so I'm wondering if anyone else knows how i can work around this.  So the issue is this: when i export an fbx from blender without triangulating my model its gets triangulated by Tazpn's tool, which is fine and dandy, except the mesh smoothing gets lost, and my model is faceted in the toolset.  when i triangulate the mesh before exporting the fbx, i get an unknown error (details posted in the discussion section of Tazpn's project) in Tazpn's tool console.  it occurs to me that these might actually be two different issues, that perhaps the mesh smoothing is lost on the export to fbx, not by the triangulation done by Tazpn's tools.
anyway has anyone noticed this and has a solution?  like is there some way to apply smoothing to the mesh after running it through Tazpn's tool?

Thanks a bunch

#2
DarthParametric

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Are you exporting an animated or static model? If static, try using an OBJ.

#3
Redfender

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oh can Tazpn's tools convert obj? i didn't realize that i was just going by the_selectah's tut. thanks ill try it.

#4
DarthParametric

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It handles FBX, OBJ, DAE, 3DS. FBX is just the only format that supports animated meshes. However, it's a problematic format to get to export from most apps properly, even when using the 2010.02 version that his tool uses, so I'd avoid it for static meshes.



You could also try ChewyGumball's 3DS Max/GMax export script if you are familiar with GMax.

#5
ChewyGumball

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Just a question, when you say mesh smoothing do you mean applying smoothing groups to the faces, or are you talking about adding more polygons to smooth the surface of the model?

If it is the latter, its probably that there are too many polygons. If it is the former the issue becomes much harder to solve. The game requires triangles to render, thats why his tool triangulates. Unfortunately when you don't triangulate your mesh, normals for verts are potentially different from when it is triangulated, or the normals are calculated in blender at rendertime and not stored beforehand, or any number of issues. Since the tool can't assume anything, its tough to fix these issues.

Modifié par ChewyGumball, 02 janvier 2010 - 05:15 .


#6
Redfender

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its the former. i tried exporting the obj instead pretriangulated and the smoothing is still lost. i know the niftools were able to preserve smoothing out of blender, so maybe theres a solution there. no other blender users have noticed this issue?

#7
Redfender

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well i found a solution to this by using NewByPower's replacement script for blender. so if any blender users can't get a smoothed model out of Tazpn's tool, you can do so by replacing the mesh data in the msh file you created with Tazpn's tool using the blender replacement scripts by NewByPower.