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flipped faces on proxy export

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  • flipped faces on proxy export

    ive recently dug out an ancient character i did, rigged and animated. wanted to merge into another scene but the scale is way out. due to the biped its linked to, it deforms horribly if you bring it into the new scene.


    easiest way ive found to bring it across is creating an animated proxy. its mechanical, made of many seperate objects. some may have been mirrored originally, but htat was years ago.. they are all unique meshes now.

    i select all the parts, and do an animated proxy export, choosing to have all pieces in one file.


    works fine, but.. about 40% of the parts have inverted normals. ive checked the original meshes and they all have correct normals.


    any suggestions?

  • #2
    the meshes are mirrored, probably have their normals in local space reversed. You would have to xform it before exporting, if I remember correctly.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      thanks dmitry.. ill have a try with that.. one other issue im finding.. trying to create a single proxy of multiple objects... seems to end up with one shader assigned and no seperate matid's... could this be due to the individual components having multisub materials on them already? i.e. its having problems creating a multisub of multiple multisubs?

      does that even make sense?

      its possible i just accidentaly did it myself earlier.. ill have to test further.

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      • #4
        It might be useful to first Attach all objects before exporting them - this will take care of the material IDs, creating new multi/subobject materials as needed. The V-Ray proxy export doesn't do that automatically.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          hmm i cant attach all the objects together, they are individually linked to parts of a biped. likewise i cant do an "export all objects seperately" since then it just replaces the linked geometry with proxies linked to the same biped bones.

          im trying to collapse a set of linked animated components to a single animated proxy...

          is there any other workaround for the materials?

          would it work if i seperate all the geometry so its one material per mesh? or do material id's simply not work when you combine individual meshes to a single proxy?

          if so, a bit of a limitation! it seems an -excellent- way to cache animated geometry otherwise... pointcache doesnt work with multiple objects or linked animation, only vertex animation. vayproxy just handles anything... apart from these flipped faces and matid's it seems...
          Last edited by super gnu; 18-10-2012, 01:06 AM.

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          • #6
            ok so i carefully went through detaching all the objects that had multisubs on them, and linked the detached faces to the original geometry so the animation was preserved. now i have a single material assigned to each mesh.

            i -still- get a single material assigned to the proxy if i export all objects as a single proxy .. is this a bug or a technical limitation? its a right pita if nothing else!

            workaround pleeease!!

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            • #7
              so im guessing this is a limitation of the proxy.. the "combine objects into a single file" option doesnt work with.. materials ?! as far as i can see its only possible to have a single material id/ shader assigned to the entire combined model. this effectively renders the option useless... or am i missing something...? cant believe such a basic piece of missing functionality hasnt been an issue for anyone else before...

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              • #8
                It works perfectly fine, but it will not create new sub/object materials nor reolder the material IDs for you (something that the Attach mesh function does). It's somewhere on the "to do" list to implement this, but we haven't gotten there yet.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

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                • #9
                  so a workaround now would be.. assign a different material id manually or via a script to each mesh before using the convert to proxy?

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                  • #10
                    Yes, that would be the workaround for now.
                    We are working on the ID rearrange option for the create VRay Mesh export menu.
                    Best regards,
                    Zdravko Keremidchiev
                    Technical Support Representative

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