Truespace 3.2--swept object problem

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Truespace 3.2--swept object problem // Visitor Area

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Post by Unregistered // Dec 7, 2006, 4:35pm

Total Posts: 0
I'm trying to make some hooves by tracing their shape with the polygon tool, and then using the sweep tool on them. But when rendered, the object looks like this:

Post by Steinie // Dec 8, 2006, 6:50am

Total Posts: 3667
Try applying an UV map.

Post by TomG // Dec 8, 2006, 11:40am

Total Posts: 3397
This looks like they are inside out. If you started with a flat surface, most likely it only had one side, and you have swept the side that "did not exist". If you'd swept from the other side of the flat object, the hooves would have looked solid.

You can try several things, bear in mind it's been a long time since I've used tS3.2 so I dont recall exactly what features and tools are in there!

Enable double sided rendering may be a quick fix. Could leave you open to geometry errors later though.

So I would go for "Flip All Normals of Object" which will reverse the direction of the faces, in effect turning the object inside out (which in this case will make it the right way out). Note that this does not change any geometry.

It's kind of an odd concept. If you have a polygon, then it has what is called a normal, which is the direction that the face points in. When you look at the polygon and its arrow (normal) is pointing at you, then you can see it. If you look from the other side, and the arrow (the normal) is pointing away from you, then the render engine doesn't draw it. So it appears to be "invisible"

Note that you can't see the arrows for the normal in tS3.2.

Anyway, this is why your object seems inside out - the parts that you would think are facing you are in fact facing away and so don't get drawn and you see right through them. The other faces that you would think are facing away from you (eg the bottom of the hooves, and the far side of the hooves) are in fact facing you, so they do get drawn.

By flipping the normals, you will reverse that, and end up with a regular object that draws the way you would expect.

Double sided, by the way, just tells the renderer to treat each polygon as two polygons, one pointing in each direction. This could work for your render (as then there would be faces pointing at you for the near-side of the hooves), but is slower than single sided (the renderer actually does calculations for faces that won't get seen in the image) and also the geometry will still be inside out, which could cause unusual sweeps or booleans or exports to other packages etc.

So that's why I'd try reversing the normals :)



Post by mattam // Dec 8, 2006, 12:18pm

Total Posts: 5
Try using the "Fix Normals" function. Or it might be "Flip Normals". Select the hoof object, then apply that function. It should flip the faces inside out so that you don't see 'into' each hoof anymore.

Post by Unregistered // Dec 23, 2006, 10:23am

Total Posts: 0
I don't see that function anywhere. is a privately held community resource website dedicated to Active Worlds.
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