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.
