Bug Reports / Help. Imported models are reversed.

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Nimbus417
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Posted: 13th Jun 2017 18:51
Can someone tell me why this is? Right now I'm using Wings3D, and every model I import is reversed.

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DVader
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Posted: 13th Jun 2017 19:32
I can only guess your UV mapping is somehow reversed? Perhaps Wings 3D uses a different xyz system? One simple solution would be to rotate your text texture (just the text part to avoid messing up other parts of the map.) 180 degrees and mirror it on the x axis in whatever paint editor you use. I've seen a similar issue in Blender on occasion as well. If you don't catch it early enough to fix when modelling it I always fixed it in a paint program afterwards. Or you can get the model fixed to display the textures correctly (in GG).

There's probably an easier fix in the settings, but I've never used Wings 3D.


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Pirate Myke
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Posted: 13th Jun 2017 20:12
It all depends how it was UV mapped.
I am sure you can select that face in Milkshapes UV editor and Mirror the UV.

It will just boil down to practice and understanding, then you will be doing it in your sleep.

Keep at it. It will come together.
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Belidos
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Posted: 13th Jun 2017 20:23 Edited at: 13th Jun 2017 20:24
Try adding fixnewy = 180 to the .fpe

Forget that, I thought you meant the character was the wrong way round, just realized you meant the texture.

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Nimbus417
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Posted: 20th Jun 2017 12:26
I duuno why, but exporting in other formats work great, just not .x
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Belidos
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Posted: 20th Jun 2017 12:36 Edited at: 20th Jun 2017 12:36
No idea, it's never happened to me with blender, maybe a wings3d quirk.

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Errant AI
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Posted: 20th Jun 2017 12:55
If your .X exporter has an option for handedness, make sure you are exporting with "Left Handed Axis" selected.
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cybernescence
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Posted: 20th Jun 2017 13:11
It seems that GG prefers the 'handedness' opposite to that used by many other engines for .x. Or at least many of the custom models I've purchased need this flipped to be oriented correctly in GG. In fragmotion there is a 'flip handedness' option on the export panel when saving as direct x and this works well. So as Errant says there may be an option the same in wings. Or if not import into fragmotion then export with the flip radio button option set - adds an extra step in your production pipeline though. I've kind of got used to all this .

Cheers.
Belidos
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Posted: 20th Jun 2017 13:35
Quote: "If your .X exporter has an option for handedness, make sure you are exporting with "Left Handed Axis" selected."


Good catch EAI, i did actually know about this, but it has slipped my mind because with Blender the default handedness is the same as GameGuru so i have never had to flip it when exporting.

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Posted: 21st Jun 2017 03:38
In Wings3D just flip the whole object on the x axis before exporting.
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