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  • NORMAL

    -------------------------------------------------

    球形NORMAL   

     radiateObj_helper = $Point001  
        --radiateObj_helper.pos = selection.center;
       for obj in selection do
       (
        current_mod = $.modifiers[#Edit_Normals]
        objSelNormal_bary = current_mod.GetSelection node:obj;
        
        for n in 1 to obj.verts.count do
        (
         local setNormal = #{};
         local vertNormal = #{};
         local normal_pos = [0,0,0];
         
         current_mod.ConvertVertexSelection #{n} vertNormal node:obj;
         if current_mod.SelLevel == 0 then setNormal = vertNormal;
         else setNormal = vertNormal - (vertNormal - objSelNormal_bary);
         
         normal_pos = in coordsys obj (obj.verts[n].pos - radiateObj_helper.pos);
         
          normal_pos = - normal_pos;
         
         for x in setNormal do
         (
          current_mod.setNormal x normal_pos node:obj;
          current_mod.SetNormalExplicit x node:obj;
         )
        )
       )
       --setKnotPoint radiateObj_helper 1 1 radiateObj_helper.pos;
       --updateShape radiateObj_helper;
       
       --redrawViews();

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  • 原文地址:https://www.cnblogs.com/softimagewht/p/1800728.html
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