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	<title>Comments on: Exoporting from Maya</title>
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	<link>http://michaelkofman.com/exoporting-from-maya/</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Tue, 31 Jan 2012 07:51:59 -0700</lastBuildDate>
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		<title>By: Michael Kofman</title>
		<link>http://michaelkofman.com/exoporting-from-maya/comment-page-1/#comment-180</link>
		<dc:creator>Michael Kofman</dc:creator>
		<pubDate>Tue, 31 Jan 2012 07:51:59 +0000</pubDate>
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		<description>I really need to fix the CSS on this site for future visitors</description>
		<content:encoded><![CDATA[<p>I really need to fix the CSS on this site for future visitors</p>
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		<title>By: VoodooSpecter</title>
		<link>http://michaelkofman.com/exoporting-from-maya/comment-page-1/#comment-176</link>
		<dc:creator>VoodooSpecter</dc:creator>
		<pubDate>Tue, 06 Sep 2011 23:31:40 +0000</pubDate>
		<guid isPermaLink="false">http://michaelkofman.com/?p=89#comment-176</guid>
		<description>Hey, I&#039;m just wondering something about the way you determine whether a vertex is unique- you check not only the point, but the normals and the uv&#039;s to see if they are the same. I imagine with multiple objects in a scene it is possible for more than one object to have a vertex at a given point, but with different normals or uv mappings. However, even when I run the algorithm on a single-object scene, the program outputs a unique vertex list that is identical to the original vertex list (with duplicates included). Removing the check for normals and uv coordinates solves the problem. My question for you is: Why do you check all three? If you are going object by object anyway, duplicate vertexes with conflicting texture coordinates or normals should be fairly rare (unless the artist missed a vertex while they were cleaning the model up). I ask purely for educational reasons, I just want to know. Right now I have it checking points only, and I don&#039;t want that decision to come back to bite me later. This tutorial has been extremely helpful.</description>
		<content:encoded><![CDATA[<p>Hey, I&#8217;m just wondering something about the way you determine whether a vertex is unique- you check not only the point, but the normals and the uv&#8217;s to see if they are the same. I imagine with multiple objects in a scene it is possible for more than one object to have a vertex at a given point, but with different normals or uv mappings. However, even when I run the algorithm on a single-object scene, the program outputs a unique vertex list that is identical to the original vertex list (with duplicates included). Removing the check for normals and uv coordinates solves the problem. My question for you is: Why do you check all three? If you are going object by object anyway, duplicate vertexes with conflicting texture coordinates or normals should be fairly rare (unless the artist missed a vertex while they were cleaning the model up). I ask purely for educational reasons, I just want to know. Right now I have it checking points only, and I don&#8217;t want that decision to come back to bite me later. This tutorial has been extremely helpful.</p>
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