Hi, just wanted to ask, is it possible to import FBX meshes with triangles being joined? As in - the indices of a triangle point to a shared vertice, without recreating vertices per triangle.
Hi @mkloczko1 , I want to help you but I don’t understand the question. Could you try to elaborate or explain it in more detail? Maybe with an image?
Hi, thanks, sorry for the late reply.
I’m not sure what exactly is the technical term here - when importing FBX models you usually duplicate vertices so that each triangle uses a different vertex, so you can have more complicated normals (for example hard surfaces for a cube). When doing soft shading you do not need to duplicate these vertices. I wonder how to get a model that can do soft shading but not hard surface shading, or other type of shading using more complicated normals.
Aha I see, I don’t think Unreal Engine supports this kind of stuff, I would rather see if you could make the edges hard by marking the edge as sharp and setting that value, or adding custom split normals data.
I’ve never done what you’re referring to, but might it be this setting you’re looking for?
“Loose Edges” which exports loose edges (as two-vertices polygons).?
That is at least an export setting in Blender, but I’m sure any 3D software has their naming and version of this.