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