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3 Dimensional Chat / Blender issues(not about exporting to dbpro)

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Maxmax123
16
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Joined: 11th Feb 2008
Location:
Posted: 13th Apr 2008 22:22
Just 2 things I need to fix in my model

1: Inside-out faces
How Do I fix this in blender?
Ive known about this for a while and could fix it in fragmotion but I now want to figure out blender better.

2:console errors while exporting
it says "index is out of range"
Im getting VERY close to an animated, dbpro ready model directly from blender and I just need these fixed
Twu Kai
19
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Joined: 2nd Oct 2005
Location:
Posted: 14th Apr 2008 00:22 Edited at: 14th Apr 2008 20:20
In the .x exporter, there is a button named "recalc.no" for recalculate normals. click on that when you export. I'm not sure about the second question though.


I seem to be overly lost in shadow and bloom... I must be in a game.
Venge
18
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Joined: 13th Sep 2006
Location: Iowa
Posted: 14th Apr 2008 00:54
For "inside-out faces", select the faces, press w, and click "flip normals".

MISoft 3D Artist.
hessiess
17
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Joined: 30th Mar 2007
Location: pc!
Posted: 14th Apr 2008 09:32
select everything and press ctrl+N in edit mode.

greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 14th Apr 2008 18:24
lol three different ways.

Hessiess has the right answer in that one

Go into edit mode with your model, select all faces, and ctrl+N that biatch.

Greenlig

Blender3D - GIMP - WINXP - DBPro
Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 14th Apr 2008 21:37
Quote: "and ctrl+N that biatch."


Pwnage Ammount from 1-10 = ... 109




Venge
18
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Joined: 13th Sep 2006
Location: Iowa
Posted: 14th Apr 2008 23:36
Ctrl-n doesn't always work for me, that's why I do it manually.

MISoft 3D Artist.
hessiess
17
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Joined: 30th Mar 2007
Location: pc!
Posted: 15th Apr 2008 00:21
Quote: "Ctrl-n doesn't always work for me, that's why I do it manually."


it normally works so long as there are no doubles or internal faces. pressing ctrl+shift+n will recalculate the normals inside. holes are easy to see in uv mode, with display set to textured. assuming the mesh is not already textured, do a simple project from view unwrap, add->image->uv test grid. set the size to about 1024. any incorrect normals will show as a hole in the mesh. anouther way is to add a sub-serf modifier, incorrect normals will make an ugly black band.

Phosphoer
16
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Joined: 8th Dec 2007
Location: Seattle
Posted: 15th Apr 2008 11:17
Yeah it should work as long as there are no screwy faces. I found that if ctrl N doesn't work then it's my error.

This is a random sentence about squirrels.
Maxmax123
16
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Joined: 11th Feb 2008
Location:
Posted: 16th Apr 2008 01:53
my model is animated in dbpro now (YAY)
but there is one last problem I need to fix, The bones dont animate right.

I made a test animation of my character flailing his arm.
The problem is the size of the arm is forced to change because the hand ov my character wants to move in a straight line in dbpro and not curve around like its supposed to.

Il try a few more things but If I cant get this to work Id need some advice.

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