<!--quoteo(post=272340:date=Aug 7 2008, 06:49 PM:name=yo ho ho)--><div class='quotetop'>QUOTE (yo ho ho @ Aug 7 2008, 06:49 PM) <a href="index.php?act=findpost&pid=272340"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I´m working on a ship model with 3ds max and when i export the model to vrml and load it in to the TOOL the left model side change to right model side!
Is it normal? Is this the wronf lightning problem?? Can it be?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yo Ho Ho, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />
That sounds like the lighting problem to me. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="
" border="0" alt="modding.gif" />
Are you game to try an experiment? <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> I've had a theory on this that I've wanted to try with Blender, but I haven't had time to set up what needs to be done to try it out.
In Blender, you can select the mesh and duplicate it and this produces a duplicate model with the normals reversed. I'm anticipating that 3DS Max has the same feature in its array as well. I'm prefacing this with this message, <b>DON'T SAVE WHEN YOU TRY THIS!</b> <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="
" border="0" alt="piratesing.gif" /> I don't want to mess up anything you've been working on, and I have no idea if it will actually solve the problem or not. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
" border="0" alt="dunno.gif" /> What I'm suggesting is you select the mesh, only the mesh of the ship's hull, not the camera or light source if they are present, duplicate it, delete the original mesh, select all for export, as vrml97, (I know the mesh looks backwards in the modeling program, but that's why this is an experiment...) Having exported the mesh, open it up in TOOL, leave reverse normals unchecked and export it as a gm.
If that doesn't work, try the same thing with reverse normals checked in TOOL.
Let us know if this gets a model without the reverse lighting problem or not. Comments that Kazeite and others have posted have lead me to believe that the above might solve this issue, and your comment tells me that you are in position to try this out. I'll stress again, <b>DON'T SAVE YOUR 3DS MAX SESSION WHEN YOU TRY THIS! </b> <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="
" border="0" alt="piratesing.gif" /> Either that or save a new copy to use to try this experiment. What I'm suggesting won't mess anything up, but I'd rather not make you lose any work that you've done already.
I have another update on my Blender experiments with Blender 2.45; the vrml97 importer only lets me import one model or mesh, and if I try to import a second vrml97 file it deletes the first one. Not cool! <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> The reason this is bad is because I'll import a couple of meshes to combine the parts, the Mad Jack and Davy Jones models are good examples of this as they are made up of parts of other models put onto a POTC model that serves as a frame. I'm trying a work-around for this by importing wavefront object, obj files, for the parts I want to attach to the model I'm using as the body-frame. I'll work on this as time permits and post any progress or results in here. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />