| ( | MVectorArray & | normalsIn, | |
| MIntArray & | vertexList, | ||
| MSpace::Space | space = MSpace::kObject |
||
| ) |
Set Shared Normals for these vertices.
The length of the normalsIn array should be same as the length of the vertexList array.
| [in] | normalsIn | The normals to set |
| [in] | vertexList | The object-relative (mesh-relative/global) vertex indices to set them for |
| [in] | space | World space or Object space |
as you can see it doesn't take a MDGModifier but setVertexNormal do :
MStatus setVertexNormal
| ( | MVector & | normalIn, | |
| int | vertexId, | ||
| MSpace::Space | space = MSpace::kObject, |
||
| MDGModifier * | modifier = NULL |
||
| ) |
Set Shared Normal for this vertex.
| [in] | normalIn | The normal to set |
| [in] | vertexId | The object-relative (mesh-relative/global) vertex index to set it for |
| [in] | space | World space or Object space |
| [in,out] | modifier | Since
this method may modify the DG, if you wish to undo its effects, you
need to keep track of what needs to be undone. If the modifier is
non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. setVertexNormal is a pain in the ass performance wise, so I don't want to use it... |