[Flightgear-devel] Blender question?

2011-02-10 Thread Curtis Olson
I have a hopefully quick question.  I've generated a 3d model mesh in ac3d
format.  I'm doing this from a perl script and I posted some pictures and
details of the actual model here:
http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/

My script just generates the left half of the model.  I assumed I could just
import this into blender, duplicate the half and mirror it and produce the
whole model.  I'm new to blender, but I managed to duplicate the side and
mirror it and the mesh looks perfect.

My problem is that when I export the full model, the mirrored half is black
from the outside.  When I look inside of it, it's shaded properly.  It
appears that when I mirrored the surface, the face ordering didn't change so
the mirrored half is inside out.  I've been trying every possible
face/normal/edge option I can find in blender and haven't been able to
figure out how to get my faces back the right way.  The original half of
course looks just fine.

It's probably something super simple, but I've googled and haven't found the
right set of keywords I guess.  Is there an easy way to get all my faces the
right way so both sides of my model are right side out and look correct?

Thanks,

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
--
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Locate bottlenecks in serial and parallel code that limit performance.
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Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Hal V. Engel
On Thursday, February 10, 2011 01:24:32 PM Curtis Olson wrote:
 I have a hopefully quick question.  I've generated a 3d model mesh in ac3d
 format.  I'm doing this from a perl script and I posted some pictures and
 details of the actual model here:
 http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/
 
 My script just generates the left half of the model.  I assumed I could
 just import this into blender, duplicate the half and mirror it and
 produce the whole model.  I'm new to blender, but I managed to duplicate
 the side and mirror it and the mesh looks perfect.
 
 My problem is that when I export the full model, the mirrored half is black
 from the outside.  When I look inside of it, it's shaded properly.  It
 appears that when I mirrored the surface, the face ordering didn't change
 so the mirrored half is inside out.  I've been trying every possible
 face/normal/edge option I can find in blender and haven't been able to
 figure out how to get my faces back the right way.  The original half of
 course looks just fine.
 
 It's probably something super simple, but I've googled and haven't found
 the right set of keywords I guess.  Is there an easy way to get all my
 faces the right way so both sides of my model are right side out and look
 correct?
 
 Thanks,
 
 Curt.

First you need to make sure that the surfaces are single sided.  At that point 
the part that is black from the outside should become transparant from the 
outside.  Then you need to flip the normals for those faces.  You might be able 
to do this by using normals recalculate outside in edit mode.  When you are in 
Edit mode in the 3D part of the display you should be able to activate the 
buttons menu in the other part of the screen and it will allow you to turn on 
displaying the normals vectors in the 3D screen.  This will let you know for 
sure which way the normals are pointing.

Hal
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Find and fix more than 250 security defects in the development cycle.
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Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Anders Gidenstam
On Thu, 10 Feb 2011, Curtis Olson wrote:

 It's probably something super simple, but I've googled and haven't found the
 right set of keywords I guess.  Is there an easy way to get all my faces the
 right way so both sides of my model are right side out and look correct?

I'm no blender expert but what I do after mirroring is selecting the 
faces of the mirrored part and flip the normals ('w'-flip normals).
There used to be some apply transformation command (alt+a?) but I have 
not managed to find it in recent times.

OTOH for your model you could also add the mirror modifier to the 
orginal half and leave it to the AC3D exporter to actually mirror the 
mesh - that usually works without problems.

Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

--
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb
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Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Chris Wilkinson
Hey Curt,

This is the process I use in Blender 2.49 - its slightly different but similar 
for Blender 2.5x

Use face select mode, select the faces you need to flip, and in 'mesh tools' 
click 'flip normals', then re-save your model - that *should* do the trick.

Another useful trick is to click 'show normals' - you'll then see a small blue 
line extending from the centre of each face in the positive direction - if the 
normals point inward then they need to be flipped. The normal size can be 
changed if they are too hard to see.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Curtis Olson curtol...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Fri, 11 February, 2011 7:24:32 AM
Subject: [Flightgear-devel] Blender question?

I have a hopefully quick question.  I've generated a 3d model mesh in ac3d 
format.  I'm doing this from a perl script and I posted some pictures and 
details of the actual model here: 
 http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/


My script just generates the left half of the model.  I assumed I could just 
import this into blender, duplicate the half and mirror it and produce the 
whole 
model.  I'm new to blender, but I managed to duplicate the side and mirror it 
and the mesh looks perfect.

My problem is that when I export the full model, the mirrored half is black 
from 
the outside.  When I look inside of it, it's shaded properly.  It appears that 
when I mirrored the surface, the face ordering didn't change so the mirrored 
half is inside out.  I've been trying every possible face/normal/edge option I 
can find in blender and haven't been able to figure out how to get my faces 
back 
the right way.  The original half of course looks just fine.

It's probably something super simple, but I've googled and haven't found the 
right set of keywords I guess.  Is there an easy way to get all my faces the 
right way so both sides of my model are right side out and look correct?

Thanks,

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/



  --
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Curtis Olson
Hi Chris,

I turned on normals and they are all pointing outwards on both halves of my
model.  It looks good in blender, but when I export it to 3ds and open it up
in osgviewer, the mirrored half is still inside out.

Curt.


On Thu, Feb 10, 2011 at 3:45 PM, Chris Wilkinson wrote:

 Hey Curt,

 This is the process I use in Blender 2.49 - its slightly different but
 similar for Blender 2.5x

 Use face select mode, select the faces you need to flip, and in 'mesh
 tools' click 'flip normals', then re-save your model - that *should* do the
 trick.

 Another useful trick is to click 'show normals' - you'll then see a small
 blue line extending from the centre of each face in the positive direction -
 if the normals point inward then they need to be flipped. The normal size
 can be changed if they are too hard to see.

 Regards,

 Chris Wilkinson, YBBN/BNE.

 --
 *From:* Curtis Olson curtol...@gmail.com
 *To:* FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 *Sent:* Fri, 11 February, 2011 7:24:32 AM
 *Subject:* [Flightgear-devel] Blender question?

 I have a hopefully quick question.  I've generated a 3d model mesh in ac3d
 format.  I'm doing this from a perl script and I posted some pictures and
 details of the actual model here:
 http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/

 My script just generates the left half of the model.  I assumed I could
 just import this into blender, duplicate the half and mirror it and produce
 the whole model.  I'm new to blender, but I managed to duplicate the side
 and mirror it and the mesh looks perfect.

 My problem is that when I export the full model, the mirrored half is black
 from the outside.  When I look inside of it, it's shaded properly.  It
 appears that when I mirrored the surface, the face ordering didn't change so
 the mirrored half is inside out.  I've been trying every possible
 face/normal/edge option I can find in blender and haven't been able to
 figure out how to get my faces back the right way.  The original half of
 course looks just fine.

 It's probably something super simple, but I've googled and haven't found
 the right set of keywords I guess.  Is there an easy way to get all my faces
 the right way so both sides of my model are right side out and look correct?

 Thanks,

 Curt.
 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - 
 http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/





 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
--
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Gary Neely
Curt,

To add to what Anders and Chris have said:

Mirroring an object reverses the order of vertices in faces, which
results in polygon normals pointing in the opposite direction--
outside becomes inside.

If you're mirroring in Edit mode, you should only need to do the flip
normals command. I.e., with the mirrored elements selected, hit the
'w' key and select 'Flip Normals'. After doing this, consider
selecting everything and doing a w-Remove Doubles. This will take
your two halves and create a single unified whole, eliminating
overlaping edges and vertices, which helps avoid unwanted seams when
rendered.

Anders mentions the ctrl-a command. When mirroring an object in Object
mode to create a second object for later merging with the first, it's
a good idea to select the mirrored object and hit ctrl-a-Scale and
Rotation to ObData. Blender keeps a stack of modifying operators on an
object, but isn't perfectly consistent about considering stacked
operators. This can yield unexpected results when mirroring and
flipping normals. So I recommend using the ctrl-a command at the
object level to apply and clear operations to the object, then go into
Edit mode and do the flip-normals thing. It can save you some
headaches, particularly if an object seems stubborn about being
inside-out when exported.

-Gary, aka Buckaroo


On Thu, Feb 10, 2011 at 4:55 PM, Curtis Olson curtol...@gmail.com wrote:
 Hi Chris,
 I turned on normals and they are all pointing outwards on both halves of my
 model.  It looks good in blender, but when I export it to 3ds and open it up
 in osgviewer, the mirrored half is still inside out.
 Curt.

 On Thu, Feb 10, 2011 at 3:45 PM, Chris Wilkinson wrote:

 Hey Curt,

 This is the process I use in Blender 2.49 - its slightly different but
 similar for Blender 2.5x

 Use face select mode, select the faces you need to flip, and in 'mesh
 tools' click 'flip normals', then re-save your model - that *should* do the
 trick.

 Another useful trick is to click 'show normals' - you'll then see a small
 blue line extending from the centre of each face in the positive direction -
 if the normals point inward then they need to be flipped. The normal size
 can be changed if they are too hard to see.

 Regards,

 Chris Wilkinson, YBBN/BNE.

 
 From: Curtis Olson curtol...@gmail.com
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Sent: Fri, 11 February, 2011 7:24:32 AM
 Subject: [Flightgear-devel] Blender question?

 I have a hopefully quick question.  I've generated a 3d model mesh in ac3d
 format.  I'm doing this from a perl script and I posted some pictures and
 details of the actual model here:
  http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/

 My script just generates the left half of the model.  I assumed I could
 just import this into blender, duplicate the half and mirror it and produce
 the whole model.  I'm new to blender, but I managed to duplicate the side
 and mirror it and the mesh looks perfect.
 My problem is that when I export the full model, the mirrored half is
 black from the outside.  When I look inside of it, it's shaded properly.  It
 appears that when I mirrored the surface, the face ordering didn't change so
 the mirrored half is inside out.  I've been trying every possible
 face/normal/edge option I can find in blender and haven't been able to
 figure out how to get my faces back the right way.  The original half of
 course looks just fine.
 It's probably something super simple, but I've googled and haven't found
 the right set of keywords I guess.  Is there an easy way to get all my faces
 the right way so both sides of my model are right side out and look correct?
 Thanks,
 Curt.
 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/



 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/

 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http