Hello Michael,
Do you think it would be possible to write, as integer, the Nurbs surface id per polygons when exporting in .FBX ?
Basically the same feature we have in the .lwo exporter (WritePartTag). In case of .lwo it was actually writing a string ? I would rather have a simple integer as it's seems way lighter.
This data can be very useful for different purpose : building wireframe at rendertime around surface and thus recreate Nurbs wireframe.
I'm also using this data to automate uv's creation, by de-streching existing uv's per Nurbs surfaces.
Until now I was using the unweld export option to rebuild surface ID's by connectivity, but the fact vertex are un-welded can be problematic in some workflow (animation / deformation, or geometry selection).
Re-fusing the vertex are not always possible as sometimes you can have overlapping polygones/geometry sharing the same vertex position that shouldn't be merged.
My last resort was to use 2 exports (weld and unweld), but a friend report that sometimes primitives id can change between those 2 export method, making the data transfer not reliable.
I know it's a very unusual request that probably 99% of the users don't really care about, but if it's doable without to much work the few tech art around will really appreciate :O)
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