Hello! Not sure if this question belongs here… since its more a programming question, so sorry beforehand
I am reading .blend files in C++ with a serializer alla gamekit/assimp
I have this DNA generated from a 2.76 blender file version: http://pastebin.com/798DDGVC
And I am reading mi vertices from the Mesh > MVert and there I have the position coordinates and normals (float co[3] and short no[3])
But those normals are for the smooth shaded version of the mesh…
But in blender I am able to edit normals in many ways like Auto Smooth, Normal Edit Modifier, and the awesome Blend4Web addon.
The question is where are those normals saved in the DNA???
I believe is somewhere around those “CustomData” (vdata, edata, fdata, etc) in the Mesh struct… but I can’t find them.
Any blender developer in the house that can point me in the right direction?
Many thanks in advance!!
Thanks, I am actually reading the normals from the MLoop, but from the mloop I get the vertex index and then I read the vertex data from mvert, my code goes like this:
The problem is that in blender each vertex seems to have one index, so it can hold just one normal, that’s why I think that data must be somewhere else :S
One thing I noticed is that when I press the “Add Custom Split Normals Data” button in the object Data tab, then in see that bMesh->ldata.totlayer increases by 1, but I tried casting bMesh->ldata.layers[bMesh->ldata.totlayer-1].data to mloop and many others but I can’t find it =(