Robicd wrote: >> This is because the author of the ac3d-export script made a conscious >> decision not to export 2 sided Blender surfaces as 2 sided .ac surfaces. >> The reason is that all the surfaces in Blender are 2 sided by default >> and this would result in either a lot of work for modelers or something >> close to a doubling of the polygon count for a model. >> >> The solution for modelers is to simply duplicate the surface that you >> want to be two sided and then flip normals. Personally, I almost never >> do this since zero thickness surfaces just don't occur in real life. I >> also use shrink/fatten on one of the surfaces to give the object some >> thickness. >> >> Josh > > Thank you Josh, that brings lights on this topic to me :-) > Anyway, that means the way to go is to import the Blender .ac exported > model into AC3D, apply the 2S command on the face I need to be double > sided, and then export the model again, right? > I will definetely have to buy an AC3D license for this task only :-(
A better way would be to write a perl or awk script that, given a list of objects, turns them into two sided objects. I tried this at one point, but prefer to just use the method I described above. I use this method to modify some of the crease angles in Blender since the number used by the export script (auto smooth) only goes up to 80. > > Any chance we convince the .ac Blender exporter plugin developer to > modify his script? People working with one sided faces into Blender > could set this as a default; this should be configurable inside Blender, > am I wrong? I have to say, I personally don't like the way this plugin > works in this case. > > Roberto > Nope, I tried and he convinced me of his viewpoint. Sadly, the default behavior in Blender is not configurable without recompiling. Josh _______________________________________________ Flightgear-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-users
