Game Development Community

Flipped faces/normals after export??

by ando · in Artist Corner · 10/05/2006 (6:24 pm) · 6 replies

I have managed to get my character model ingame and animated but the mesh is reversed and looks inside out, everything else is fine, any ideas?

I am going insane here :)

#1
10/05/2006 (6:35 pm)
What modelling app are you using? I remember having this issue with Blender quite a long time ago, and if I'm not mistaken, I just did a recalculate normals operation before exporting. If the search wasn't borked, I'd be able to find out for sure what it was that I did. :\
#2
10/05/2006 (6:44 pm)
I am using 3dsMax8
#3
10/05/2006 (9:37 pm)
Ando,
Did you try flipping normals? I had that problem on some models I was importing into 3dsMax6
#4
10/05/2006 (11:50 pm)
I have tried flipping the normals but thats a hack not a fix if you get my meaning, I need a break now this thing is frustrating me, any help is much appreciated.
#5
10/06/2006 (4:11 am)
Problem solved, I created a box in the same scene and applied a skin modifier to it, the box was skinned onto the rig, I then tested ingame and the box appered correctly but the mesh was still inverted inside out.

So...

I attached the mesh to the good box then deleted the box hoping it would work like the "box trick" and inherit all its goodness :), it worked although I gota skin the mesh propely again. It seems the mesh was corupted somewhere along the line.

Lesson learnt, just before applying skin modifier do a box trick on the mesh to fix any nasties, even though my mesh appeared correct and its XYZ coordinates/rotation etc... where all good it still somehow decided to flip its normals during export but the good old box trick saved the day.
#6
10/06/2006 (9:19 am)
@Ando

Whenever you use the mirror tools (in any 3D application) all the 3d application does is apply an inverted scale value on the plane you are mirroring.

For example if you mirror a box you just created on the X, the scale value of the model on the X is -100.

This causes a problem with the exporter because the winding for the normals is flipped (winding dictates what direction the polygonal normal faces), so when the exporter reads your model data in your scene it sees the normal as pointing in, instead of pointing out.

You are correct that one of the ways to fix this is the box trick, though there are a few others as well.