[Opensim-users] Blender Export to OpenSim - Arrrgh
DocSym
copper.cilium at gmail.com
Fri Aug 31 16:01:18 UTC 2012
Wade, thanks for pointing me in the right direction for the bounding box -
worked like a charm. :)
I'm still troubled with this weird thing where the walls of my object
appear to be missing when looking from the inside. It's like having a
hollow open cardboard box that, when you look in from the top, appears to
not have sides, but when looking at it from the outside, looks like a
normal box. I've checked and my normals are all pointing outward and look
good.. Any other ideas?
-DS
On Thu, Aug 30, 2012 at 10:23 PM, Wade Schuette [via opensim-users] <
ml-node+s2152040n7578513h47 at n2.nabble.com> wrote:
> 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 <[hidden email]<http://user/SendEmail.jtp?type=node&node=7578513&i=0>
> > 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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>
>
>
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