UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Problem with Asset Manager/xmodel (Vertex normal is 0)

broken avatar :(
Created 10 years ago
by Markgasus
0 Members and 1 Guest are viewing this topic.
4,269 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 30 September 2014
Last active: 5 years ago
Posts
3
Respect
Forum Rank
Fresh Corpse
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
Markgasus's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Markgasus's Contact & Social LinksMarkgasus
So, I'm trying to get this model into radiant, but I'm having issues. I used the new exporter seen here to export the model to xmodel: http://gyazo.com/3831de86530b0faacedfdad47bc0a204 then I go into the asset manager and try to convert the model, however, I get this error then the conversion fails: http://gyazo.com/c6f022734a8a7b76e569fecfaeade254 Hopefully someone can help me out with this, because I've been stuck on this for awhile now. I have teamviewer if anyone really wants to help. Thanks a lot!
broken avatar :(
×
broken avatar :(
[UGX] Founder
Location: usBay Area, California
Date Registered: 24 June 2011
Last active: 8 months ago
Posts
5,551
Respect
6,691Add +1
Forum Rank
Immortal
Primary Group
UGX Administrator
My Groups
More
My Contact & Social Links
More
Signature
If Java had true garbage collection, most programs would delete themselves upon execution.
×
treminaor's Groups
UGX Administrator
UGX Team Member
UGX Site Moderator Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
It means exactly what it says: your model has at least one vertex normal set to 0. Vertex normals are basically a floating point number from 0 to 1 that defines which direction is "up" for the surface for lighting purposes. The converter won't accept any normals that are set to 0, so you have to fix them. It takes a long time to find one messed up vertex normal in a model most of the time, so I suggest just using the normals fixer tool in Maya to fix it faster. Select all the meshes in your scene and do Normals -> Average Normals


I'm sure someone with more diverse knowledge of Maya probably has a better solution but this gets the job done for me. Like I said you can fix the normals individually if you know where they are (there are ways to display the normals as green lines in the 3d view) but when your model has hundreds or thousands of vertices its pretty much a needle in a haystack. I've tried to find mel scripts that auto-correct vertex normals set to 0 but never found one, and im too lazy to bother looking into making one.
broken avatar :(
×
broken avatar :(
Location: 00
Date Registered: 1 July 2014
Last active: 7 years ago
Posts
37
Respect
Forum Rank
Legless Crawler
Primary Group
Member
×
R00feR's Groups
R00feR's Contact & Social Links
Normals in texture view (6)

Normals in shaded view (5)


 to fix it u need to:
1- select object then press F8 (toggle to go into VERTEX/Object mode)
2- select all verts
4- go into Normals->Set To Face (in options its set by default to unlock normals)
5- Normals-> Lock Normals

if u wanna see vertex normal pivots go into Display->Polygons->Vertex Normals ( u need to b in Object mode to show/hide normal pivots)    ;)
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 30 September 2014
Last active: 5 years ago
Posts
3
Respect
Forum Rank
Fresh Corpse
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
Markgasus's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Markgasus's Contact & Social LinksMarkgasus
Thanks guys seemed to work except the model ended up looking like this in the AssetViewer:

http://gyazo.com/058022b4e502bf0422a70cb44583ec8c
http://gyazo.com/54f6c338761f23fe322ae52997a9e5b6
http://gyazo.com/140938dfefc251e0447480ad917e3fc1

It appears that it butchered most of the model. However, it did keep a little bit of it plus it's textures...

Strange. But, yes I did exactly what you guys said to do.
Last Edit: October 04, 2014, 12:26:07 am by Markgasus

 
Loading ...