Can someone fix this animated mesh's face plz?(very simply)

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Post Reply
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Can someone fix this animated mesh's face plz?(very simply)

Post by MasterGod »

When I load it with the mesh viewer the face seems bit ugly..
Can someone please fix it?
http://rapidshare.com/files/77074643/b3 ... _WORLD.zip

There are 3 formats of the same model in the file:
.max, .ms3d and .b3d.
The ms3d looks fine in MilkShape but not in irrlicht so I used the b3d which looks pretty fine except the face thing..

Thanks!!
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

You have all faces turned inwards. So either scale it by (-1,-1,-1) or even better create your mesh in a way that the front faces are on the outside.
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Post by MasterGod »

It works perfectly, thanks!
1. Although all I needed was for this to work I'm really interested in knowing why/how scaling -1-1-1 made the trick?
2. I want to make 2 spheres as eyes, how can I attach them so when the head moves (all the animation's frames) the eyes will move accordingly as well? - The spheres will be attached with Irrlicht so unless someone is going to model it eyes for me (which is less likely) this is the only way I can do it myself..

P.S
I've downloaded it from some blender tutorial - I don't have time to learn blender so I've downloaded the finished work.
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

You would need a proper joint (aka bone of the skeleton) which moves correctly with the head. Don't know if there is one. In case there is you can get the joint and add the eyes loaded into another scene node to that joint. But if there is no proper joint you'd still have to edit the mesh in blender.
The scling did the trick because you had the mesh inside out. Think of the mesh being just the skin of the character. If you turn in inside out you just see the backsides of the skin, which is usually even invisible, but at least it will give a very bad visual impression. The scling by -1 simply makes another inside-out transformation, so you have the faces correct again. You can usually adjust such stuff in the exporter.
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Post by MasterGod »

I think I understand the scaling trick but about the eyes..
Does that says there is a joint (whatever it is) for the eyes or what I need?
If it does, how can I do it in code?

Image
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
Post Reply