3DS Mesh problem
Blitz3D Forums/Blitz3D Programming/3DS Mesh problem
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This has been bothering me for some time now. I loaded in a mesh which I myself created in 3DS Max 4.2. The mesh was loaded in inverted (ie. inside-out). However - loading in the mesh with LoadAnimMesh gave the correct result. Another similar problem is a different mesh. Loaded in normally its fine. Loaded in using LoadAnimMesh and the left wing is mirrored on the X axis, cutting inside the body of the craft. Are these known bugs and how can I work around them? |
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Try applying a 'Reset X Form' on the models before exporting from max. You have probably used mirroring when modelling the meshes, and max isn't very good at exporting these kinds of things. |
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Thanks Fredborg - worked a treat. It didnt fix my inverted mesh problem though - that still needs to be loaded in using LoadAnimMesh... |
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Maybe this can be solved using a "Normal" Modifier. Probably you should then "collapse" all to multiple (or a single - whatever you need) meshes (somewhere in the dynamics i guess). All I know is: 3DS Export is usually WYSINWYG - what you see is not what you get... |
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JFK: The only "option" available which would solve my problem is the wonderous flip normals modifier. This has the downside of making my 3DS mesh inside out however. I have used this method for the time being, but I'm still looking for a better option :) |