So I played around some more today and I finally discovered that it is
the obj that is flipped. When I say flipped, I don't mean that it is
rotated 180 along an axis. I mean that the obj is a mirror of the
model I created. Any prominent features on the left side end up on the
right side when loaded. So in turn, the textures are probably being
flipped as well. I'm not using bitmap material as I'm letting the
parser load the obj and the texture. Again, I verified that all
normals are correct. The model and texture appear correctly in Silo,
Modo and Hexagon.

On Aug 6, 3:28 am, Fabrice3D <[email protected]> wrote:
> it's indeed depending on your exporter.
> the parser uses, after testing many apps, the average conversion to  
> avoid extra corrections once loaded.
> FYI not so long ago, it was required to rotate the loaded model 90  
> degrees and often were z inversed....
>
> > If you're texture is showing on the wrong side of the mesh then your  
> > normals
> > must be pointing the wrong way. I would try applying a wireframe  
> > material to
> > see this.
>
> @David
> if the normals were inversed, you would see only the inside of the  
> model.
>
> note that if you use BitmapMaterial
> you can pass "showNormals:true" and "debug:true"
> the material will then draw the faces and visualise the normals.
>
> Fabrice
>
> On Aug 6, 2009, at 10:24 AM, David Parks wrote:
>
>
>
> > If you're texture is showing on the wrong side of the mesh then your  
> > normals
> > must be pointing the wrong way. I would try applying a wireframe  
> > material to
> > see this. And enable some camera movement so you can look around the  
> > texture
> > and see it from different angles. There's an easy tutorial on camera
> > movement that you can do a quick copy and paste of, or if you would  
> > like I
> > have a simple test class for loading meshes that I enabled camera  
> > movement
> > in which I can post for your simplicity if you ask about it.
>
> > If it's just your object that's flipped then this seems pretty  
> > normal to me.
> > In my limited experience I've noticed that my meshes show up in  
> > different
> > orientations depending on the app I output them with. Different apps  
> > use
> > different coordinate spaces (left handed, right handed, Z up, Y up,  
> > etc). I
> > did notice some apps I have been playing with lately offer an option  
> > to flip
> > Z and Y axis as "UP" in the export process. That feature will depend  
> > on your
> > 3D software. Otherwise just applying the necessary rotations when  
> > you load
> > the mesh is the right approach as far as I know of.
>
> > Dave
>
> > -----Original Message-----
> > From: [email protected] [mailto:away3d-
> > [email protected]] On
> > Behalf Of charglerode
> > Sent: Thursday, August 06, 2009 2:16 PM
> > To: away3d.dev
> > Subject: [away3d] Re: OBJ flipped
>
> > I went back and checked it again and it seems possible that it is just
> > the texture that is flipped. Either way, has anybody encountered this?
>
> > On Aug 6, 12:09 am, charglerode <[email protected]> wrote:
> >> I'm loading an OBJ file and it appears that the texture is flipped.
> >> Upon further investigation I discovered that actually its my OBJ that
> >> is flipped so it turn the texture appears flipped. Would my 3d  
> >> package
> >> be causing this? The coordinate system is pretty standard as far as I
> >> know. I have verified that my normals are correct. I've tried
> >> exporting from both Silo and Modo.
>
> >> Any ideas?
>
> >> Thanks.

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