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Blender Source Tools BleST
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Zappy 30 Mar, 2015 @ 2:44am
[BUG] Auto-smooth used when auto-smooth isn't enabled
When trying to make an OmniWrench mod for Team Fortress 2, I once again found that the exported shading was not like the shading in Blender. Now if I enable "Auto-smooth" for the mesh with 180 degrees, I get the same shading in Blender as in the export. So then I selected everything in Edit mode, and used the "smooth faces/edges/vertices" thing, which fixed it.
But why does the export use the shading from auto-smooth when auto-smooth is NOT enabled?

Experienced with Blender Source Tools 2.4.1, Blender 2.72b 64-bit, Windows 7 64-bit.
Last edited by Zappy; 30 Mar, 2015 @ 2:46am
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Showing 1-11 of 11 comments
Artfunkel 1 Apr, 2015 @ 12:15pm 
I can't repro anything like that with 2.5 and 2.74. Can you provide a blend?
Zappy 1 Apr, 2015 @ 12:47pm 
Not really, partly since I still use Blender 2.72b as of yet, partly since I don't have any sessions with that bug saved. Edit: But try enabling auto-smooth, mark something as sharp, then disable auto-smooth. In Blender, the disabling should work properly, but as far as I'm concerned, the Blender Source Tools still load those sharp edges (in 2.4.1 at least).
Last edited by Zappy; 1 Apr, 2015 @ 12:49pm
3AMine 14 Oct, 2015 @ 4:49am 
I've got the same bug, and it litterally broke the model by the way. I can provide screenshots and blends file if you want c: .
3AMine 14 Oct, 2015 @ 5:26am 
Screen here : http://img15.hostingpics.net/pics/203905Screenshot3.png
Left : After exported to DMX. (nothing change if i select "Import SMD Polygons & normals")
Right : Before export. I didn't ticked the "auto-smooth" option nor custom split normal data, it added itsef at the export. If i untick it, the model return like the model at the right (before export) But each time i export it tick it.
Also clicking the auto-smooth tickbox doesn't brick anything on the original model.

Blend file :
http://1drv.ms/1QsBKiD
Experienced with Blender Source Tools 2.6.1 & Blender 2.74, 75 & 76 .
Last edited by 3AMine; 14 Oct, 2015 @ 9:29am
Artfunkel 14 Oct, 2015 @ 1:02pm 
There's nothing wrong with my export of the mesh. Can you send me the original blend please?
3AMine 14 Oct, 2015 @ 1:29pm 
Okey ! http://1drv.ms/1G6fFWV original, so with materials names & shapes flexes in Japanese. I personally usually rename them before exporting, or it give me a warning message
Aaalso i use the SFM's DMX exporter. Zappy too i guess, i often see him on SFM's community
Artfunkel 14 Oct, 2015 @ 1:38pm 
I'm getting the problem now. I'll look into it!
3AMine 14 Oct, 2015 @ 2:00pm 
Thank you a lot :) !
Artfunkel 18 Oct, 2015 @ 8:17am 
I've poked at this problem for a while this weekend and I think your mesh may have some sort of messed up internal state. The exporter does some work to mesh objects before exporting them, and it relies on Blender not altering vertex or loop order during that process. That appears to be exactly what is happening.

The good news is that if I export the mesh to FBX then reimport it the DMX is generated correctly. I've also been able to alter which areas of the exported DMX get bad normals/UVs by running the Separate op.

In short, you should look into refreshing the underlying mesh data in a way which doesn't alter its appearance. The FBX re-import looked fine to me. :)
Zappy 18 Oct, 2015 @ 8:21am 
Try going to Edit Mode with the mesh that breaks when exporting, select all vertices, and press Shading > Smooth Vertices (or such) in the left panel, then export again. If I remember right, that fixed it for me last time I had this problem.

Additionally, try enabling "Auto Smooth" on the mesh. I found that doing that would also make the same error show up in Blender.
3AMine 18 Oct, 2015 @ 8:31am 
Okay ! I'll remember about FBX export & import
But does it keep materials, armature and everything ?
EDIT : Yep it does, thanks !
Last edited by 3AMine; 18 Oct, 2015 @ 8:37am
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