text: [{"Owner":"phil1234","Date":"2015-10-05T09:55:16Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I been struggling to find out why babylon exporter was creating flat shaded meshes by default until I found that option hidden in the scene window wich is probably the least used window in blender ui (been uising it for decades now)_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I mean why on earth would anyone need to ruin a mesh with such an option ? I been writing exporters and using game engines for years now with blender_co_ this is the most AWKWARD option I have ever seen_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_if at least it was not enabled by default_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_regards_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-10-05T15:59:37Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Calm down  _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_This option is widely used by people creating architectural models._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_@JcPalmer would be please to share his UI choice with you_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-10-05T16:57:03Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_The ability to save the export options as part of the .blend file facilitates a growing set of options that can be used_co_ without requiring someone to remember what options were used the last time.  For the scene panel choice_co_ my first choice was World.  I had noticed in the export source that it was checking for the existence of World though.  It seems someone had been building .blend files outside of Blender.  Did not want to break anyone.  Scene was best of Render_co_ Scene_co_ &amp_sm_ Render Layers.  It is documented. _lt_a href_eq__qt_https_dd_//github.com/BabylonJS/Extensions/tree/master/TowerOfBabel_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//github.com/BabylonJS/Extensions/tree/master/TowerOfBabel_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_The option itself_co_ did not originally set a different normal when checked.  The function was changed as a result of this thread_dd_ _lt_a href_eq__qt_http_dd_//www.html5gamedevs.com/topic/16579-black-gradient-marks-on-mesh/?hl_eq_%2Bblender+%2Bvertex+%2Bsharing#entry93969_qt__gt_http_dd_//www.html5gamedevs.com/topic/16579-black-gradient-marks-on-mesh/?hl_eq_%2Bblender+%2Bvertex+%2Bsharing#entry93969_lt_/a_gt_  .  That is where the default is changed to true.  Looking at the screen shot in the documentation_co_ it is false.  I would support changing it back to false._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-10-05T17:12:55Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I have no issue changing it back to false_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"phil1234","Date":"2015-10-06T06:33:37Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_it s not about an issue_co_ and I am calm_co_ no worries_lt_/p_gt__lt_p_gt_I just found it odd and _qt_pitfally_qt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]