![]() If not, where can I file a feature request :'D Then I researched how I could overcome this issue and found many very unpleasant workarounds as well as these rather new normal tools.īasically I want to average the normals along the seam, very similarly to what the migNormal tool in the original question does. I tried to split a horse in half and it resulted with a shading seam (which was expected). I stumbled across this when experimenting with moduler skeletal mesh setups. Tell me if you need any screenshots, and good luck!Įdit: hehe, too wordy as I always am, zeauro told the same far shorter! The Blender 2.8 I’m using right now is from yesterday. ![]() I have found that at least the inbuilt obj exporter keeps custom normals intact. I just checked those out myself for the first time, so I can’t tell you exactly what they all do, but it looks promising.Īnother thing is of course if you can transfer those edited custom normals into other applications like game engines, but that depends on the exporter you are using. Note any hints appearing in the top of the 3D view for options of activated functions. Then switch to face select mode (top left in 3d view) and check the functions in the mesh menu under normals, like: Set From Faces, Rotate Normal, Point normals to target, and so on. At the end of the dropdown, under normals, click on the middle one. You can visualize them in the overlay dropdown in the top-right of the 3d view. You have to activate them in properties, object data tab: turn on auto smooth (read the tooltip). In Blender 2.8 a lot is already possible with inbuilt tools and our so-called custom normals or vertex-per-face normals.
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