Only if you want a visible mesh light to be motion blurred.
just to be sure,..you do mean "vertex" normals and not "polygon face" normals, correct?
Thank you!
Sorry, I missed that you wrote *nlist*
You can have a motion-blurred visible light without motion keys on *nlist*
MtoA doesn't even export *nlist* for a visible mesh light
polymesh { name light_pSphere1Shape@mesh visibility 255 matrix 1 2 b85MATRIX ... shader "light_pSphere1Shape@shader" motion_start -0.25 motion_end 0.25 nsides 400 1 b85UINT ... vidxs 1560 1 b85UINT ... uvidxs 1560 1 b85UINT ... vlist 382 2 b85VECTOR ... uvlist 439 1 b85VECTOR2 ... }
Hi Stephen,
Ahh, Thank you for clarifying that...
Regarding the 'motion_' parameters....my testing appears to show those arguments
refer to shape#,...
motion_start 1
motion_end 2
works better...'1' refers to vlist_shape_1 and '2' refers to vlist_shape_2...
Also, since our geometry is baked, no matrix argument is necessary.
Even given two identity matrix makes no difference, like so..
matrix 1 2 MATRIX
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Thank you!