So, I'm curious what software obj parsing has been tested with. I've
tried Silo, Hexagon and Modo, none of which give me an option to
reverse the x coordinates on export. I'm running out of options. How
do I solve this?

On Aug 7, 1:50 pm, Fabrice3D <[email protected]> wrote:
> yes, a typical case of right to left handed system, the x vertexes are  
> flipped.
>
> Fabrice
> On Aug 7, 2009, at 6:13 AM, charglerode wrote:
>
>
>
> > 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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