Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But I would guess that the VTA export is actually what's wrong here, because if it looks broken in Blender, it's supposed to look broken in exports too, as exports are supposed to look the same as in Blender. Which means that Blender itself is probably the "wrong" thing here, not the DMX export. You may want to see if it's possible to supply manual custom normals per shape key in Blender. If it is, I'd imagine that that would allow the DMX export to look as you want it to, too, but I don't know if that's possible in Blender.
Wether or not the VTA export is calculating normals as intended or not I am unsure of, they do store the direction of the normal in addition to the world position translation I think, so Blender's solutions for the flexed vertex normals before exporting is probably causing the problem.
Would it be possible to have an option to make the DMX export behave the same as the VTA, broken or not?
When using flex slider A and B, shape keys A, B, and A_B are applied. (As you can see, the A_B shape key is set up to be applied with a scale of the A slider multiplied by the B slider.)