Yet Another Vertex Normal Editor (Y.A.V.N.E.)

Post any tutorial and tools you might find it useful for other creators.
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retoucher
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#11 Post by retoucher » 30 Jul 2019 07:35

@tobrago:

Unpack the zip file and place the folder in Blender\2.79\scripts\addons\yavne_279
The point is that you must rename the addon folder name and then it's works!
yavne-2.79 instead of yavne_279 ;)
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tobrago
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#12 Post by tobrago » 30 Jul 2019 16:55

Thank you all very much for your help.
Special thanks to the forum member retoucher.
It works when I did a folder rename!
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AmirMahdavi
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#13 Post by AmirMahdavi » 27 Feb 2020 17:06

@Smarty do you have problem with normals in game too?
i never export a model with YAVNE normal for game before but now i figured out its not working very well after export.
is it coming from BT can't write right normal direction? or what

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Smarty
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#14 Post by Smarty » 27 Feb 2020 17:14

Always make sure you have an edge split modifier on your models. Turn sharp edges on, and use edge angle at your discretion.
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AmirMahdavi
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#15 Post by AmirMahdavi » 27 Feb 2020 17:22

The point is i dont want to use edge split
Is it possible to use this without edge split modifier and just the normals or not?
And also i export it as FBX to another 3d app and worked good without problem.
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AmirMahdavi
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#16 Post by AmirMahdavi » 02 Mar 2020 20:02

i tested it with tree different ways, Weighted Normals modifire, Auto Smooth and Custom Split Normals Data

@50keda Is anyway exist to do this on export or in future update to you fix this and export models with Custom Normals without Edge Split?
or game doesn't support sharp edge without split
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xXCARL1992Xx
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#17 Post by xXCARL1992Xx » 02 Mar 2020 20:09

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you can disable it, turn of apply modifiers and then turn off apply edge split
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Smarty
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#18 Post by Smarty » 02 Mar 2020 22:35

I don't see what your aversion is to using the edge split modifier. Modifiers by definition are nondestructive. The Prism3D geometry format stores one set of normal, tangent, vertex colour, UV data, etc per vertex. For the exported model to have sharp edges, the exporter needs to split them. For the exporter to know it needs to split them, it relies on the edge split modifier.

If you are following good practices, you will be working from a master blend file (or several in a large project), and re-exporting models as necessary. So edge splits (using the modifier) shouldn't have any detrimental effect on your workflow, other than the minor inconvenience of marking sharp edges. ;)
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AmirMahdavi
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#19 Post by AmirMahdavi » 02 Mar 2020 23:31

@xXCARL1992Xx
no i don't want that :D

@Smarty
i don't know but i really hate double vertex. yeah i see the normals in pix files and because of that i want the answer.
so when it have really good normal in blender with ONLY one vertex, why it should be messed up with normal after export that?

see this normals
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and also this example
https://workupload.com/file/GYEZCKCP
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and for modifier, after test i found out it make some split by own choice. but i want split what i want, is it possible to mark which edges must to split?
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Smarty
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Re: Yet Another Vertex Normal Editor (Y.A.V.N.E.)

#20 Post by Smarty » 03 Mar 2020 02:26

Yes, you must mark sharp edges. The Edge Split modifier can use two sources: Edge Angle, where you set a threshold and all edges with greater angles are split; or Sharp Edges, where the edges you've marked sharp are split. Typically, I find it is better to use only the Sharp Edges option and mark all sharp edges explicitly.

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