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collada export - wrong normals
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10-04-2013, 12:12 PM
(This post was last modified: 10-04-2013 12:13 PM by Neon22.)
Post: #1
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01-08-2014, 05:01 AM
Post: #2
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RE: collada export - wrong normals
Neon22,
Now that I have finally found a free .dae viewer I see what you mean about all the normals pointing up. Maybe someone can figure this one out. I am still having trouble finding time for Wings3d... ![]() Here is a link to the .dae viewer I found... AssimpView oort |
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01-13-2014, 12:30 AM
Post: #3
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RE: collada export - wrong normals
oort, I checked and Wings3d is exporting the right face normals.
Specifically about the viewer, I noticed that if I just export the simple mesh its logs points a error: Quote:...after that, I UV mapped my mesh and the normals was shown right: left: without UVs; right: after add the UV mapping;So, maybe other importers need this too. Neon22, can you check this? |
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01-13-2014, 01:45 AM
Post: #4
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RE: collada export - wrong normals
In which case:
Can I request that the exporter always export vertex normals - even if a face is not UV mapped ? The face normals are not of much use on their own. Vertex normals are what is used for shading... |
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01-13-2014, 02:29 AM
Post: #5
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RE: collada export - wrong normals
I cannot tell much about that because for start changing/adding this I'll need to know about the .dae file format - it should accept this kind of information.
Anyway, you tried to UV map an object, export and check if it can be imported right? If so, at least we will know that UV mapping the object before import it in other 3D app would be mandatory. Please, make this test. TIA Micheus |
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