Quote:Original post by TSEDSEA negative scale could do this [smile]
How can a matrix do this ?
Actually this is a math question ... any egg head want to help a simpleton ?
Hey, thanks for the code, I will give it a try in a mo.
Ref the colours of the normals. One club (same mesh remember) is blue and green the other is red and orange, I assume this means they are different. One thing, should the output of the normal colour change depending on 'my' position/view point in the world ?
Now, how do I add an image to here ?
Ref the colours of the normals. One club (same mesh remember) is blue and green the other is red and orange, I assume this means they are different. One thing, should the output of the normal colour change depending on 'my' position/view point in the world ?
Now, how do I add an image to here ?
Quote:Original post by ViLiOQuote:Original post by TSEDSEA negative scale could do this [smile]
How can a matrix do this ?
Funny you should sat that. If I just render the clubs without applying the combined matrix they are massive. The combined matrix from the skinning mesh must have a negative scale in there. Could this be whats causing me the issue with the normals (if the diff colours do dictate an issue) ?
Quote:Original post by TSEDSENot if they are world space normals.
Ref the colours of the normals. One club (same mesh remember) is blue and green the other is red and orange, I assume this means they are different. One thing, should the output of the normal colour change depending on 'my' position/view point in the world ?
Quote:Original post by TSEDSESame as with anywhere, upload an image some place (like imageshack.us) and provide the url.
Now, how do I add an image to here ?
I'd personally worry less about your normals right now and focus on stopping your faces from turning inside out after they have been transformed. Chances are fixing that will also sort your normals.
Regards,
ViLiO
Thanks for your help. Ok I think I understand now. So one of the clubs in the animation (for some reason) has been turned inside out on export. The animation (as its been exported) has then compensated for this and when I apply the combined matrix to another mesh it inverts the faces and with the original club it screws up the normals. Is this a correct summary ? So, on that premise I need to fix the export of the club, nothing else ?
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