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3 Dimensional Chat / Blender - epic .x fail

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Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 8th Jun 2008 09:59
Hey,

All of a sudden Blender stopped exporting .x correctly for me. I've been trying to export some models that I'm making for the TGC store, but every time I export them, they come out with their normals flipped and at a weird angle (maybe like 30 degrees off). I know how to get the normals working right, but it's still at a weird angle. I tried googling it, to no avail. Does anybody know how to fix this? I'm running the newest version (I think it's 2.46).



Deathead
18
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Joined: 14th Oct 2006
Location:
Posted: 8th Jun 2008 14:18
Change the shader mode to textured then go to edit mode then hold shift-N, if should flip the normals outside.


Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 8th Jun 2008 20:03
Quote: "I know how to get the normals working right, but it's still at a weird angle."


Thanks for the effort though.

Deathead
18
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Joined: 14th Oct 2006
Location:
Posted: 8th Jun 2008 21:13
Have you tried flipping the areas? Or and such? Lets see the model.


Inspire
17
Years of Service
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 9th Jun 2008 01:53 Edited at: 9th Jun 2008 02:05
Here ya go.

I apologize for the weird angles on the models, I have my tablet hooked up, and it doesn't have a scroll wheel.


Model, opened in .blend format with no problems:




Model, exported as .x, then imported back in as .x:




As you can see, the normals are inverted, it's at a strange angle, and, though you can't see it, it's much smaller than the original model (maybe like 50% smaller). I exported using the default settings, which never gave me trouble before. I managed to get the normals to export correctly by changing one of the settings, but the weird angle refuses to go away.

And to prove that it's not just Blender's .x importer going crazy, here's the model in FPSC:



It appears to have lost its strange angle, but its normals are still inverted, and it lags the editor immensely, compared to any other model I have in my library. When I run a test game, I only get 45 FPS when the FPS cap is removed, rather than the normal 3-digit number I usually get.

EDIT: I tested it again, and got 40-45 FPS with the model, and 75-80 without.

Thanks.

Phosphoer
16
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Joined: 8th Dec 2007
Location: Seattle
Posted: 9th Jun 2008 03:18
Did you make sure that there are no doubles? Select all vertices and press w-remove doubles.

Also, select the model in object mode and hit Ctrl - A, and apply scale/rotation. Make sure that the model is centered at 0,0,0 as well.

This is a random sentence about squirrels.
Inspire
17
Years of Service
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 9th Jun 2008 03:44
Quote: "Did you make sure that there are no doubles? Select all vertices and press w-remove doubles.

Also, select the model in object mode and hit Ctrl - A, and apply scale/rotation. Make sure that the model is centered at 0,0,0 as well.
"


Thank you! I got it working now. I had to make the normals inverted in the .blend file so they get exported correctly. Then I followed the second line of your advice and it worked! The lag issue went away as well...wonder what was causing it.

Phosphoer
16
Years of Service
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Joined: 8th Dec 2007
Location: Seattle
Posted: 9th Jun 2008 03:49
Excellent ^^, Glad I could help

This is a random sentence about squirrels.

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