View Full Version : Normals not working properly on model
legacy-BFG5000
07-14-2005, 03:57 PM
I have this semi-complete model in MPLE that I've been trying to figure out how to import to Ued properly. I say semi-complete because my normals on the model are all screwy. When I try to export the model from MPLE, it shows up in Ued with half the polys visible, half of them transparent. When I try to conform and reverse the normals, it just creates the same problem in reverse. The polys that were transparent are now solid, solid polys go transparent. Can anyone please help me figure out how to fix this? I'd like to do this without having to go over every single poly individually if possible. I don't really have the time to look at 2733 polys individually.
legacy-sandorski
07-14-2005, 08:35 PM
Just tried a little experiment. First display Normals in Maya(Display/Polygon Components/Normals), then select your Faces and instead of Reverse, select Conform.
I'm not exactly sure how "Conform" works, but with a Sphere I created to dupliicate your problem Conform fixed it.
legacy-cwv_odedge
07-14-2005, 09:37 PM
I just began learning Maya PLE. Doesn't conform take all of the normals in the minority and make them pointing in the direction of the majority of normals?
legacy-sandorski
07-14-2005, 11:33 PM
It might, certainly makes sense now you've said it, but that would still solve the problem as all Normals should either be pointing in or out. Then a Reverse(if necessary) should do it.
legacy-BFG5000
07-26-2005, 01:44 PM
I've done this before, as I mentioned in my first post, but I tried it again as you suggested. My problem isn't that all my normals are pointing inward. My problem is that even when I conform, I end up with half of them pointing in, half of them pointing out. It's really weird. Then reversing after I normalize just makes the formerly solid polys transparent and the transparent ones solid. Is there any other way I could fix this problem or am i gonna have to go over each poly individually and reverse the ones needing reversed?
Edit: I'd like to note that 80-90% of this model is hand drawn polys. I didn't pull vertices on spheres or other regular shapes to make it. That may be a large part of my problem.
legacy-ImaCarrot
07-27-2005, 03:26 AM
triangulate your model before you export.
Carrot
legacy-sandorski
07-27-2005, 09:39 AM
Originally posted by BFG5000
I've done this before, as I mentioned in my first post, but I tried it again as you suggested. My problem isn't that all my normals are pointing inward. My problem is that even when I conform, I end up with half of them pointing in, half of them pointing out. It's really weird. Then reversing after I normalize just makes the formerly solid polys transparent and the transparent ones solid. Is there any other way I could fix this problem or am i gonna have to go over each poly individually and reverse the ones needing reversed?
Edit: I'd like to note that 80-90% of this model is hand drawn polys. I didn't pull vertices on spheres or other regular shapes to make it. That may be a large part of my problem.
That shouldn't be. Are you sure everything is 1 Object, Select all then Combine.
legacy-ImaCarrot
07-27-2005, 09:11 PM
select the faces that have the inward facing normals, then reverse them.
An easy way to see what way normals are facing without turing them on in display is; Shading>Backface Culling.
Didn't quite catch the problem the first time I read it through. :)
Carrot
legacy-BFG5000
07-28-2005, 01:11 AM
It is all one object. I guess I'll have to select the faces as Carrot suggested. I really wanted to use that as a last resort. Oh well :sour:
legacy-ImaCarrot
07-28-2005, 12:33 PM
It really won't take as long as you think, just use the paint select tool.
You could try selecting a handfull of them and reversing the normal direction on them, then try conform on the rest of the model. Maybe if less than half of the normals are wrong, conform will work right.
Carrot
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