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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Quirk in *.obj import - help requested


pchoate ( ) posted Sat, 17 September 2011 at 2:06 PM · edited Sun, 12 January 2025 at 1:10 PM

file_472930.jpg

I am pretty new to modeling, but I think that is sort of irrelevant to my issue, anyway.  I modeled a glove (actually, modified the mesh of a merchant resource, [ V4 Handed Starter Suit](http://www.renderosity.com/mod/bcs/m4-and-v4-handed-starter-suits-resource/77488)).  Anyway, when I loaded the glove.obj file into Poser, the glove material was (nearly) transparent (see "pose.jpg"), and when I rendered it, although opaque now, it renders in black, even though I have the diffuse color set to an eggshell-white color with no transparency.  Can anyone help me with this?  It would be much easier to use my glove model (i.e. adjust joints and check for poke-through) if I could SEE it!

Thanks in advance.  I will be checking the thread the rest of the day, but will be leaving town for a week tomorrow AM, so any helpful replies may not receive the appropriate gratitude right away.

Paul


jonnybode ( ) posted Sat, 17 September 2011 at 2:23 PM

Try checking normals forward in material room, maybe that will fix the render.

How to fix it in preview i dont know unfortunately.



SamTherapy ( ) posted Sat, 17 September 2011 at 2:25 PM

Looks like reversed normals to me.  Drop it into your modelling app and invert the normals.  IIRC, you can invert the normals on import but don't quote me on that.  I think the Grouping Tool can do it too, but since I loathe and despise it, I never use it.

Alternately, you can select "Normals Forward" in Poser, which isn't always the ideal solution.

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PhilC ( ) posted Sat, 17 September 2011 at 2:26 PM

Select the option to flip normals in the import options.


pchoate ( ) posted Sat, 17 September 2011 at 3:02 PM

Thanks, all.

I tried PhillCs suggestion to flip normals on import (sounded like the easiest) and that worked.  Now, I need to go back throug confoming and adjusting joints oh well.

Any idea how they got reversed?  Seems like I'd have had to do something to make that happen!

Thanks again.


Teyon ( ) posted Sat, 17 September 2011 at 5:14 PM

It can happen during modeling. Depends on your approach to making the model and what app you did it in. 


pchoate ( ) posted Sat, 17 September 2011 at 5:23 PM

T

Works now, and thanks to you all for the help!hanks, well turns out my model had two materials and, when I 'flipped normals" the glove was right, but the forearm band was reversed.  It helped a lot to know what the problem was, but, even from my modeling app (Silo) I could not reverse the faces on that one part.  I basically started over.  It is a learning process.

Works now, and thanks to you all for your help.  I'm shutting down now - will check during my trip, but will probaply have to wait to reply after I return in a week.


Teyon ( ) posted Sat, 17 September 2011 at 5:38 PM · edited Sat, 17 September 2011 at 5:39 PM

In the future, should that happen in Silo, select the affected faces (if the all the faces are part of its own material, you can select by material) and in Silo, just go Modify>Reverse normals  OR Select the object as a whole and choose Modify>Unify Normals

 

Silo is still my favorite modeler (despite owning Modo and Max) and I hope Nevercenter gets back to it soon.

 

EdiT: You can also check the normals before export by going to Display>Object Display Mode> Show Normals


pchoate ( ) posted Sat, 17 September 2011 at 5:39 PM

Okay, thanks.  I was doing it wrong so your clarification will help.


RobynsVeil ( ) posted Sat, 17 September 2011 at 6:06 PM

Quote - In the future, should that happen in Silo, select the affected faces (if the all the faces are part of its own material, you can select by material) and in Silo, just go Modify>Reverse normals  OR Select the object as a whole and choose Modify>Unify Normals

Silo is still my favorite modeler (despite owning Modo and Max) and I hope Nevercenter gets back to it soon.

Now that I can actually run it without it constantly crashing (I suspect it actually was my poor old P4 2.8gHz PC choking on the demands), I'm finding it has some very useful characteristics, which will make it reasonably easy to use - the biggest issue is going to be making the transition from Blender, since I'm so used to Blender's hotkeys. However, until Blender gets BMesh firmly part of the trunk, Silo's definitely got a huge edge on it there, since I see that capability critically important for organic modelling. One thing I haven't figured out how to do in Blender which Silo does do is tell you about tris vs quads. For dynamic mesh modelling, that's important to know.

I'll always use Blender, since I know it the best and it does some awesome stuff, but Silo is definitely right behind it as a go-to app... hope they do continue development at some point.

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