Web30 dec. 2010 · Apply. The faces on the front of the helmet now smooth together, making them look like one piece in contract to the rest of the helmet. Select the edges that are the main body of the helmet. Click on Soften/Harden in your Normal Window. In the front view, select the edges that are a part of the ear pieces. Soften them. Web28 jul. 2024 · Select your mesh in Maya and hit Mesh Display > Smooth Normals (or Soften Edge, can't remember). You will need to be in the modeling context for this. When you export the FBX make sure you are also exporting the smoothing groups.
objects - No smoothing group information was found when …
WebThis tool specifically ignores texture borders that fall inside polygonal shells, such as with spheres, tubes, and other cylinder bodies; things you would definitely want to be on a single smoothing group. WebMy surprise was when I tried to export a model to Maya, the shading looked correct, just as I set my smoothing groups, but when I toggled my hard/soft edges display, all the edges were hard. I'll post some examples with other objects. This is a simple object in Max with 2 smoothing groups. When I export it to maya, the shading looks fine, and ... immediate origin number ach
FBX 导入错误 虚幻引擎文档
Web29 mei 2008 · When the exported FBX files are imported back to 3ds Max either from Maya or from a simple export/import FBX operation from and to 3ds Max, the smoothing data is converted to actual normals data. In other words, when the model returns to 3ds Max, the normals are no longer controlled by smoothing groups. Web11 apr. 2024 · Maya Export Settings. First, you need to open the exporter. Click File > Export Selection. Go to File Type Specific Options > Advanced Options > Units. … Web1 dec. 2024 · Cube then looked smoothed. Exported using Game Exporter, with smoothing groups and triangulate checked. On import into Unreal, message was logged that there was no smoothing group information in the FBX. In the Unreal viewport the smoothed cube … immediate or springing power of attorney