Hey Bastien, thanks for the input. I'm reading the implementation currently.
Also shared the draft on the GSoC site. You can find it here: /https://docs.google.com/document/d/1TlPlcBGh5n5T5FZslJbMk-vSbM-tpC7-CLBPXn94GaA/edit?usp=sharing/ / /Cheers/, /Stefan/ / On 03/22/2016 02:23 PM, Bastien Montagne wrote: > Hi Stefan, > > Answered mostly already in IRC and with comments on draft gdoc (suggest > you share the link here, others might be interested to check too). > > Just adding here some more general info about custom normals in our code: > * They are stored as some kind of diff from vertex (aka smooth) normals, > more precisely, we define a 'loop space' and store custom normals in > those as two factors (read code for more details). This allows us to > keep (to some limited extent!) meaningful normals even with deformed > geometry. > * However, they are broken once you change the mesh topology, to support > this you'll need to switch to temp 'full vector' representation. > > So you'll have to decide when to use 'encoded' form of normals in BMesh, > and when to manipulate raw vectors. > > * As commented, deciding how we allow to control face corners' normals > (UI wise and code wise) is a crucial design topic that should be tackled > very early (do we define a new selection mode? a new edit mode? etc.) > > Would also suggest you create your draft on google site asap, easier to > handle all review/interaction in one place ;) > > Cheers, > Bastien > > > Le 20/03/2016 19:16, Stefan Büttner a écrit : >> Hey there, >> >> I am interested in the Normal Editing Tools project for GSOC 2016. >> This topic has been discussed on blenderartists ([1], [2], [3]) and >> requested heavily in the past. >> So, I stumbled over several add-ons ([4], [5]) and [Blend4web] [6] which >> address this topic already. >> In order to collect additional material on the topic (implementations >> discussions, feature requests, etc.), I was wondering if you guys could >> provide me with more information that you found or know of. >> Concerning feature ideas, I thought about looking at other software like >> [Softimage] [7], Maya or 3Ds Max in addition to the requests in various >> forum discussions. >> Implementation-wise I read about [BMeshes] [8] but still need to >> understand how they integrate into blender (especially if it's the only >> mesh data structure). >> >> Cheers, >> Stefan >> >> [1]: >> http://blenderartists.org/forum/showthread.php?284736-Normals-Editing-in-Blender >> "Discussion on Blenderartists, 2013-2015" >> [2]: >> http://blenderartists.org/forum/showthread.php?251402-Addon-Recalc-Vertex-Normals >> "Add-on for Blender, 2012-2013" >> [3]: >> http://blenderartists.org/forum/showthread.php?225925-Edit-vertex-normals-by-Phyton >> "2011" >> [4]: https://github.com/isathar/Blender-Normal-Editing-Tools "Add-on for >> blender, Oct. 2015" >> [5]: https://github.com/isathar/Blender_UDK_FBX_Tools >> [6]: https://www.blend4web.com/en/article/131/ "Blend4Web Normal Editing >> Tools, June 2015" >> [7]: https://youtu.be/iH3p8N7qbv8 "Example of Softimage Normal Editing >> features" >> [8]: https://wiki.blender.org/index.php/Dev:Source/Modeling/BMesh/Design >> "Design Notes of BMeshes" >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
