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Prot

Member Since 05 Jul 2013
Offline Last Active Yesterday, 10:17 AM
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Posts I've Made

In Topic: How to manipulate Normals in Blender?

26 November 2013 - 12:57 PM

How to build this in Blender:

 

1) Add a cube if you don't already have one

2) Go to edit mode (TAB)

3) Mesh -> Edges -> Edge Split (CTRL+E)

4) Triangulate faces (CTRL+T)

 

You can now see in the top info row: Verts:24/24 | Edges:30/30 | Faces:12/12 | Tris: 12 and the model should be like you need in the tutorial.

 

I think the tutorial might have served more as an introduction to concept of vertices, edges, faces, normals in this case smile.png

 

 

Hey there this actually worked! Thanks for that. Everything works fine. One important thing to mention here is, one should first apply textures and triangulate and edgesplit later. Otherwise UVs seem to screw up.

 

Thanks again


In Topic: How to manipulate Normals in Blender?

21 November 2013 - 10:24 AM

If the tutorial in question says you need 24 normals, that probably means you need to "explode" the cube into 6 non-connected polygons. You can do this in Blender by tabbing into edit mode for the cube, choosing edge selection, selecting all, and using Mesh -> Edges -> Edge Split. That way you get 4*6 = 24 vertices and you should now have 24 vertex normals as well. Looking at the vertex normals now, you have 3 normals at each corner because they are now 3 separate vertices. The vertex normal that was previously [1,1,1] is now 3 normals [1,0,0], [0,1,0] and [0,0,1] so it's been divided into components for each of the 3 faces.

 

 

Your solution seems to work. This is how I do it.

 

  1. Take the predefined Cube which has only 6 faces, 8 vertices and 8 normals at first.
  2. Now I go to Mesh->Faces->Triangulate Faces. This is because I need the faces to be triangles.
  3. Now Mesh->Edges(with all edges selected)->Edge Split

Well this actually does the trick. Now I have 12 faces and normals for each vertex which look right to me. The problem is, in the entire process somehow more vertices were generated. I end up with 36 vertices. I can't see them. Tried to go to Mesh->Vetrtices->Remove Duplicates. But this deletes the normals and even the edges I created with triangulation.


In Topic: Using Keyboard in C#

25 August 2013 - 08:41 AM

Try to initialize ringposition with something else. Like, new Vector2(10,10)


In Topic: How to avoid cutting corners with A* pathfinding?

09 July 2013 - 10:36 AM

 

In my implementation I use eight booleans (one for each possible neighbor) and I have two functions, one that checks straight cells and the other check diagonal cells. I first call the straight cell check, where I test if the cell is blocked, if it is the two diagonals that would pass by it must also be blocked. For instance, when If test the left cell and it is blocked, I already know that the upper left and lower left cells are also blocked and must not be included in the open list yet.

 

Did it according to your description. Now it works. Thanks for help


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