[Opensim-users] Blender Export to OpenSim - Arrrgh

Wade Schuette wade.schuette at gmail.com
Fri Aug 31 02:46:55 UTC 2012


I forget what the option is, but I recall the invisible bounding box can be
thwarted on import by some option in the "physics" set.

Sorry I'm too busy right not to go try to see what that option is.

Wade


On 8/30/12 9:36 AM, Rebecca Watters wrote:
> Thanks for the ideas, Jeeper..
>
> I did check the normals, and they're all pointing outward as you 
> described.  I feel like I'm missing something simple here..
>
>
> On Wed, Aug 29, 2012 at 1:59 PM, Jeeper <jeepershim at telus.net 
> <mailto:jeepershim at telus.net>> wrote:
>
>     On 29/08/2012 8:08 AM, DocSym wrote:
>
>         Hey all,
>
>         I'm attempting to design some basic things in Blender and
>         export them into
>         OpenSim.  To be frank, I'm having a devil of a time.  My
>         objects aren't
>         oriented correctly (for example, a torus that is oriented to
>         look like a
>         wheel (on a truck) looks like it's laying on the ground
>         instead of attached
>         to the axle.)  Some of my objects are missing parts, are
>         see-through at
>         certain angles, and I can't figure out how to get that gosh
>         darn invisible
>         box off of them so things (such as the soccer ball test I did)
>         can actually
>         roll when made physical in OpenSim.
>
>
>     The see through problem is probably the normals need to be
>     corrected.  Press "N" to open the properties, then under Mesh
>     Display you can turn on Normals to see which way they are
>     pointing. you want them pointing out, so  on the left side, there
>     are options to recalculate and flip.  You might have to just
>     select the faces that are wrong and flip them.
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