![]() If I have “Normals” turned on it just exports some very broken normals. So my theory is this: The Blender alembic exporter cannot handle per-face-vertex normals. If I export the cube from Blender as an alembic, but I turn off “Normals” and then open it up in Maya, I get averaged normals (like I would see in blender) but at least they are not broken like in the image above. If I create the cube in Maya (with its per-face-vertex normals) and save it as an alembic, and then import it into Blender, I still have the odd shading, and just a single, averaged vertex normal per vertex. When I open this same Alembic back up in Blender, it comes in with odd shading, no per-face-vertex normals, but just averaged vertex normals. ![]() Which is confusing…).īut if I then export this cube from Blender as an Alembic, I get some weird normals (as seen in Maya when I open it up): ![]() If I export this cube (originally from Maya) from Blender as an OBJ and then open that file in a text editor, the vertex normals will have been collapsed into a single normal per vertex (but Maya seems to open it just fine and still show per-face-vertex normals - don’t know why - Blender also is able to re-import this OBJ and still know that it has per-face-vertex normals. CubeFromMayaInBlenderWithUnlockedVertexNormals.jpg 796×469 31.8 KBĪnd if I edit the OBJ file, I can see that I have 8 vertex points and 24 vertex normal entries.
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