Hello, i got a problem :/
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 From:  adamio
4909.5 
works fine here, running Safari with webGL enabled.


klego do a search on the forum about Vertex Normal...
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 From:  Michael Gibson
4909.6 In reply to 4909.4 
Hi klego - that's most likely because p3d.in is having difficulty processing complex n-gons.

An n-gon is a polygon with more than 3 or 4 sides in it, and if you export a model like you've got there using n-gons there the polygon on the top will be a pretty big non-convex n-gon and it is not too unusual for some programs to have problems handling those.

When you export out of MoI, try switching from "Output: N-gons" to "Output: Quads & Triangles" or "Triangles only" and that should probably avoid the problem in p3d.in :



- Michael
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 From:  klego
4909.7 In reply to 4909.6 
Switching to Quad & Tri's worked great! Thanks alot!

Whats Vertex Normals? :) Ill google it anyway ;D


If you can see: http://p3d.in/LQgk3

Legohead :)
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 From:  Michael Gibson
4909.8 In reply to 4909.7 
Hi klego, I'm glad that Quads & Triangles worked better! So you'll need to use that setting for future exports to p3d.in as well.


> Whats Vertex Normals? :) Ill google it anyway ;D

Vertex normals are one part of the polygon data - they're information about how light source shading should behave at the corners of polygons.

It tends to help a lot to have this shading information come through into the target application, so if you see any options that say something like "Enable vertex normals" in any import options, you want to enable that to get the best quality result.

- Michael
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 From:  klego
4909.9 In reply to 4909.8 
Yeah :)

Ah i see. I however have a new problem. The bottom of my "snusdosa" doesn't show. And i can't connect it with the base.

I'll upload it so you or anyone else can have a look. Probably have done some major errors :P But i'm still in learning mode.

The bottom is there but doesn't show, haha i've done something stupid :D
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 From:  Michael Gibson
4909.10 In reply to 4909.9 
Hi klego - well your bottom piece there is an open surface and not a closed solid, so the direction of its surface normals may be pointing in the opposite direction from what your program needs.

Some programs only render one side of an object. Sometimes there is an option though to turn on "double sided" rendering to stop that so check for any option like that.

Otherwise, you have a couple of other options - if you make your object into a solid volume in MoI instead of just an open surface type object, then it will automatically get its normals oriented towards the outside of the volume when you do the export.

The other option is that you can run the Flip command on an open surface object to reverse its orientation and when you export it after that the exported polygons will be oriented in the other direction.

Try the attached version of your model instead, does it work better for you? I ran the Flip command on the bottom object for that one:
http://moi3d.com/2.0/docs/moi_command_reference10.htm#flip

- Michael
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 From:  Michael Gibson
4909.11 In reply to 4909.9 
Hi klego,

> And i can't connect it with the base.

This part is beacuse your upper part is already a "thin wall" solid and you're then trying to connect it to just a single totally thin surface object that is not a solid.

You would probably need to model the bottom part also as a thick wall solid as well that matches the other one in order to get a proper combination between the 2.

But it's much easier if you want a bottom cap for you to not have created the cap right from the start, like for example revolve a profile like this:





Constructing your object this way will make a solid result with a connected bottom cap right from that start, it would be easier to make it this way rather than going kind of one separate surface piece at a time.

- Michael

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 From:  klego
4909.12 In reply to 4909.11 
Yeah i thought of using a spline then revolving it but... i didn't :P Would been alot easier but hey, i'm a complex person lol!

Other than that. What did you think of my model? :)

WIP: http://yeyfiles.net/kattmat/QGaFhj.jpg

Texturzing ain't my thang :D But looks alright :)
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 From:  Michael Gibson
4909.13 In reply to 4909.12 
Hi klego, it looks like it turned out well!

- Michael
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 From:  klego
4909.14 In reply to 4909.13 
Yeah, some what, i cheated on the lid on the... lid lol. But i'll fix it later :)
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 From:  klego
4909.15 In reply to 4909.14 
I do have to admit that this program is probably the best one i've ever worked with. Still don't know my way around but i have some reading to do. :)
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 From:  klego
4909.16 In reply to 4909.13 
Do you have a website? I want to see what you have done :)
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 From:  Michael Gibson
4909.17 In reply to 4909.16 
Hi klego,

> Do you have a website? I want to see what you have done :)

You're actually reading this on my website right now - http://moi3d.com . I wish I had more time to just do my own modeling myself but mostly I focus on working on the software and helping other people.


> I do have to admit that this program is probably the
> best one i've ever worked with.

I'm glad that you like it so far!


> Still don't know my way around but i have some reading to do. :)

A good place to start is the main help file which is online here:
http://moi3d.com/2.0/docs/moi_help.htm

The introduction section is good to read through, and the tutorial section has some videos that go step by step through building some things so watching those are a good way to see how things work as well. Then there are more links to various stuff on the resources page:
http://moi3d.com/resources

- Michael
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 From:  klego
4909.18 In reply to 4909.17 
Oh! Haha :D Well thanks for a great website then and for the help! :)

Thanks for the links and tips :)
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