can you explain what you mean by smoothing? are you talking about the way they handle normals? are you talking about mesh smoothing ??maestro wrote:Hi, speak about topics :
Ive got new problem again, namely smoothing....
How the upspring handle smoothing ? any principle ?
Coz I found upSpring will NEVER smooth my object properly...
Ive try weld and unwelding but Upspring never smooth my mesh in the same way I smooth it in the modelerOgh *(DESPERATE)*
upspring woes
Moderators: MR.D, Moderators
Maestro, Spring smooths based on a shader that looks for > 6 facets around a common point. In short, if you want to have things that look "true round", use 6 or more sides. The smaller the angular disparity between the facets (i.e., the flatter the angle), the smoother this gets- which is why my cone-like Spire Rook, which has 16 sides, looks almost perfectly round in the game engine:

Now, this was with welding ON.
For a counter-example, check out the Lord. To make sure that it was not smoothed, I used a tool that can completely remove all smoothing from the mesh (in short, it seperates all the facets from each other and un-welds everything).
See how many sides the Lord's arms have? Clearly, more than 6. Yet, it's nice and faceted (which, again, was on purpose, not a modeling error).


Now, this was with welding ON.
For a counter-example, check out the Lord. To make sure that it was not smoothed, I used a tool that can completely remove all smoothing from the mesh (in short, it seperates all the facets from each other and un-welds everything).
See how many sides the Lord's arms have? Clearly, more than 6. Yet, it's nice and faceted (which, again, was on purpose, not a modeling error).

Um, I always use 3DS, and import the entire model (with subgroups) in one file. Dunno if that's vital or not, but it may be. Remember... S3O is really almost exactly the same as 3DS... Zaphod was originally intending to fully support 3DS animation timelines and stuff, too, I believe (although, as I've said before, I'd prefer an UpSpring-based animation solution using BOS/COB and a previewer, myself).
Tried with Ultimate Unwrap and Milkshape, eventually got it to work by messing around with both but I don't have a solid, certain way to get it to work.smoth wrote:yeah, dude something odd is happening on export. I have always kept my quads on export. That is really odd, what program were you using?FLOZi wrote:my objs were triangulated

wow, that is odd. I wonder, have you did a check on milkshape's site? there may be something about unweilding.. that is really odd.
The thing is when making a texturemap if you do the unwrap wrong in a way that sepperates all of your verts it does do some level of unweilding. I always try to avoid it by putting my maping in a way where it is closer to cylindrical mapping. Argh, you are more familiar with this, any ideas?
The thing is when making a texturemap if you do the unwrap wrong in a way that sepperates all of your verts it does do some level of unweilding. I always try to avoid it by putting my maping in a way where it is closer to cylindrical mapping. Argh, you are more familiar with this, any ideas?