Maybe I donĀ“t get the question properly but for the following, it seems to work:

In Maya, create Polysphere, select some edges, go to Normals>Harden Edge

Export the sphere using *.fbx, in the *.fbx export options under Geometry, make sure that "Smoothing Groups" is ticked on and Tangents and Binormals is on, too.

IIRC, in the *.fbx export options, those setting can sometimes be ticked off from a preset.

In Softimage, go to File>Import>Import FBX...

In my little test using Maya 2014/Softimage2014 and *.fbx plug-in version 2014.1 (release 214447), the sphere came in fine into Softimage, showing the hard edge rings created in Maya correctly.


Cheers,

tim


Am 12.04.2015 um 00:46 schrieb Matt Lind:
Technically speaking, hard edges is just a special case of normal cluster where the specific normals associated with the edges are not smoothed via smoothing/discontinuity/etc... They are left in their original raw state (perpendicular to surface). You do not need to create "hard edges" to have the same end result of faceted edges on the mesh. You only need to know which normals in the normal cluster should be interpolated vs. not.

Normals live on samples (or 'polygon nodes' for the specific case of polygon meshes), which are the original unshared vertices of the mesh. If you want to preserve hard edges coming from Maya, you'll need to keep track of the sample indices and make sure they don't change during the transition. If the samples change order, then your backup plan is to record the vertex index and polygon index together in Maya and pass that along as metadata to Softimage as that'll be needed to identify which sample on a vertex should be flagged for hard edges (because each vertex in Softimage has multiple samples).

If polygon indices change too, then the only brute force method available is to unshared all the edges of the mesh in Maya to force the vertices to be unique so when you get them over to Softimage it'll be easy to identify and flag...but of course unsharing on it's own will force hard edges on all the unshared edges so in some ways will defeat the purpose.

An alternate non brute force method (if all the indices keep shifting around) is to apply a vertex color property or UVW texture projection and record the edge flags there, then have a plugin in Softimage read that data and apply the hard edges. A little clunky, but perfectly functional as I'm pretty sure vertex colors and texture UVW coordinates are properly converted.

Matt







Date: Sat, 11 Apr 2015 19:31:06 +0900
From: Martin Yara <furik...@gmail.com>
Subject: Hard edges from Maya to Softimage
To: "softimage@listproc.autodesk.com"
<softimage@listproc.autodesk.com>

Hi list,
Is there any way to export hard edges from Maya to Softimage as hard edges
(not normal clusters) ?
I though about getting a list of edges from Maya, but when I import the
data in Softimage the edge numbers change and differs from Maya. Vertex
indexes are the same though.

Or better, is there any way to convert those normal clusters to hard edges?

I have to convert character scene files from Maya to Softimage and right
now I'm redoing all the hard edges in Softimage and it is quite time
consuming.

Thanks

Martin


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