painting normals ?

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painting normals ? // Archive: Tech Forum

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Post by RAYMAN // Feb 23, 2008, 3:06pm

RAYMAN
Total Posts: 1496
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Hi just running into difficulties with the

obj. normals.

Is there a better way of getting all normal to be unified then

painting onto each one of them and doing poly by poly ?

here is an example of half of a model inside out !:confused:

(imported with the luuv plug into 7.51

Post by jamesmc // Feb 23, 2008, 3:42pm

jamesmc
Total Posts: 2566
I haven't found a way. Even if I painted the whole object with the same paint , I get flipped normals, which end up not really being flipped, but a bug in the way tS handles luuv imports.

I've even grabbed painted objects from the object library I have saved that have appeared completely painted with the flipped normal problem appearing to have been resolved, only to find later, they have flipped again.

Personally, I think it's a Bridge problem having eliminated most other problems.

(missing textures etc.)

Post by Jack Edwards // Feb 23, 2008, 10:10pm

Jack Edwards
Total Posts: 4062
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You can try boolean subtracting a cube that isn't touching the model from it.

Post by parva // Feb 24, 2008, 12:01am

parva
Total Posts: 822
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in which program have you created the object?
The most programs have a unify normals tool that orient all normals into one direction.

Post by Changa // Feb 24, 2008, 12:06am

Changa
Total Posts: 187
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You can try boolean subtracting a cube that isn't touching the model from it.

Try to triangulate the model before substracting. Sometimes it helps. And try standard Ts obj import with "fix normals" checked/unchecked.

Post by Jack Edwards // Feb 24, 2008, 12:10am

Jack Edwards
Total Posts: 4062
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Also adding a layer of SDS in Workspace side I think ignores the normals info, so you could then extract the SDS mesh...

Post by RAYMAN // Feb 24, 2008, 3:54am

RAYMAN
Total Posts: 1496
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Hi !

Thank you all for the help !

I had some luck with boolean subtraction...

The mesh is exported from Moi and it does not have a

unify option .

Anything else wopuld have changed the mesh so that gave the best result..

Thanks again

Peter
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