Ridley5 opened this issue on Jul 26, 2010 · 1724 posts
kawecki posted Mon, 09 August 2010 at 7:13 PM
Quote - No, I know why there are seams. See, I compute face normals first, and then for each vertex, I take the average of all the faces incident to it (more precisely, I take the sum of all those normals and normalize that). For a vertex that lies at an actor border, I do that averaging once from each side, so I get different normals. If I work with a fully welded geometry using Poser's unimesh method, I won't have that problem.
You have to calculate the normals of the welded mesh and then export these normals and not the normals of the split mesh.
Stupidity also evolves!