[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
Re: [Flightgear-devel] Blender question?
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 -- 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?
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender question?
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?
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?
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