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Importing OpenFlight geometry, issue with geo staying Black...
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  • SusanLL
  • Posted: 03 October 2011 05:36 AM
  • Location: Leavenworth, KS
  • Total Posts: 148
  • Joined: 20 October 2009 02:14 PM

Hi all,

Having issues finding out why when I import an OPenFlight model, it’s geometry remains dark.

No matter how I apply new materials (Blinn) to it, move it’s UVs to a new UV Map… I still can’t get it’s geometry to respond the same as its other counterparts in reference to lighting. I’ve looked at hardware render, no effect to the FLT geometry.

Any ideas. I fixed this once before but can’t remember what I did.

-Thanks-
Susan



Replies: 0
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  • ldunham1
  • Posted: 03 October 2011 10:11 AM

im not sure what the problem might be, perhaps try checking its connections in the hypergraph, disconnect anything not needed, or even perhaps even trying to duplicate the mesh, or exporting as an obj and re-importing to a new file?

sorry if not much help, thats the sort of drill i’d do.



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 1
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Thanks, considered it too, same results.

Author: SusanLL

Replied: 04 October 2011 02:35 AM  
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You mentioned UVs, did you check the normals? Because that is the most likely issue (reversed normals).

Two easy ways to check without changing the model are to use Display -> Polygons -> Face Normals, and check that all the green lines point outward from the model. Use the same menu sequence to turn that back off. You can also/instead turn Backface Culling on in the Shading menu in your viewport. That will make all polygon faces invisible from the back. This can look really weird if your model is inside out, but you can tell the front from the back. By default, Maya renders polygons two-sided, but the back side is not lit as brightly as the front side.

If reversed faces is the problem, select the object and use [Polygons] Normals -> Reverse to fix it.

<* Wes *>



Replies: 2
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ditto (feeling stupid for not suggesting this lol)

Author: ldunham1

Replied: 03 October 2011 11:38 AM  
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Thanks Wes,

Did all this too, not change. It seems it’s the render globals but I’ve gone thru ever hardware setting associated with the mesh and still no change. Which at this point is really blowing my mind, can’t see my texture I working on. I’m attaching a visual I can send over the MB file too, but you’d have to put in a dummy texture. I know was an issue I had last year when I converted FLT’s to MB’s but I just can’t remember if I resolved the issue.

Could still use your help if you have the time.

-Susan
Susan

Author: SusanLL

Replied: 04 October 2011 02:39 AM  
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  • SusanLL
  • Posted: 04 October 2011 02:44 AM

image shot....

-SusanLL



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The face normals are correct, unlike my prior theory. The vertex normals are all locked, and seem to be reversed (when yellow, they are locked, green is normal).

I think I fixed it by selecting the gun part and using [Polygons] Normals -> Unlock Normals. I did not find the actual texture map you were using (even if you sent it, I may have missed it), so I just used a random picture file. With that, the dark symptom showed here as in your picture, after unlocking the normals the gun looks the same as the stand.

The reversal may be an issue in whatever exporter/importer plug-ins are transferring the data. While an annoyance, it does not take long to fix it.

<* Wes *>



Replies: 1
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Oh God you so rock. I didn’t consider the vertex normals as an issue. That fixed it. Yes, it’s that’s it. And actually after thinking on it I Had to export these components from another sims application model builder, and the only way to do that was by FBX. So I’ll double check my FBX settings to, but if I can’t control it, then I’ll be sure to “unlock vert’s”. Thanks for the help as always.

-SusanLL

Author: SusanLL

Replied: 04 October 2011 04:44 AM  
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Glad you are back on track.

<* Wes *>



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