Model turning inside out in game
by Max Thomas · in Artist Corner · 07/26/2009 (4:22 pm) · 3 replies
Hey guys,
I've seen this issue show up in a few models before, and never really found a destinct soultion to it, so figured maybe one of you know what's up here. The model appears to be perfectly fine in 3ds max, but once exported and used in torque it seems as though all of the polys are flipped to face the inside. Could anyone shed any light on this issue?
Thanks,
Max Thomas

I've seen this issue show up in a few models before, and never really found a destinct soultion to it, so figured maybe one of you know what's up here. The model appears to be perfectly fine in 3ds max, but once exported and used in torque it seems as though all of the polys are flipped to face the inside. Could anyone shed any light on this issue?
Thanks,
Max Thomas

#2
07/26/2009 (8:32 pm)
Nope I havn't been messing around with animation, adding new nodes or so on. All the verts seem to be in line, and the normals look good yet still the issue persists. Any clue what else could be causing this?
#3
Another cause is having a few meshes on top of one another(Check to make sure you have not duplicated the rigged mesh)...however, sometimes the exporter just chews models and 're-exporting until it works' is the general rule of monotonous fun!
- If I had to blame something for this issue besides the DTS exporter, it would be the way that Max has changed handling "rigged" meshes and how the different versions of Max try to deal with reading the data from other file versions, but essentially fails.
07/26/2009 (10:14 pm)
considering the way that it is rendering, take a look over here: www.garagegames.com/community/forums/viewthread/98025Another cause is having a few meshes on top of one another(Check to make sure you have not duplicated the rigged mesh)...however, sometimes the exporter just chews models and 're-exporting until it works' is the general rule of monotonous fun!
- If I had to blame something for this issue besides the DTS exporter, it would be the way that Max has changed handling "rigged" meshes and how the different versions of Max try to deal with reading the data from other file versions, but essentially fails.
Associate Steve Acaster
[YorkshireRifles.com]
Have you got new verts that are either not in a verts/poly group or are in the wrong group?
edit: you could also just try re-exporting again, occaisionally things don't come through smoothly.
Also, check your normals