Hi
i am still working on a Cinema4d to away3d solution using xml.
i am trying to reduce the vertexbuffer length as much as possible, using shared vericles.
i am doing this in python while exporting. i loop through each point of each triangle, to check if a point with the same position and uv was allready spotted or if its a new one. this way i end up with a much smaller count of verticles than not using shared verticles (which would be triangle count * 3).
i imported the two example files(head.obj/soldier-ant.3ds) into c4d and exported them with my tool to away3d.
than i checked both my vertexbuffer lengths and the vertexbuffer lengths in the examples and was surprised that the vertexbuffers in the examples are still smaller than mine.
traces:
myTest (head.obj) = 17684 tris / 10780 verticles
away3d example (head.obj) = 17684 tris / 9203 verticles
myTest (soldierAnt.3ds) = 17384 tris / 18332 verticles
away3d example (soldierAnt.3ds) = 17384 tris / 8718 verticles
does anyone have a clue why this might be ?
while developing the function that get rid of shared verticles, i mostly used a simple cube and calculated the count of verticles it should export (for different uv mappings) to see if the functions works fine. so i think i can say my python-script exports only unique verticles and i really dont know how you could reduce this vertexbuffer-length even more.
one thing that caught my eye is, that for the head.obj (where my count of verticles is very close to the examples-verticles-count) its uv-mapping consist of only a few large uv-groups that doesnt overlay each other, while the ant.3ds (my count of verticles nearly doubles the example-verticles-count) has more uv-groups that overlay each other.
another thing i am worry about is that on my imported models in away3d i can clearly see the uv seams (on the back of head.obj) while in the example they are not visible at all. is that because i am not exporting any normalData?
thanks for any help.