View Full Version : Inverted Faces In the Unreal Editor
I not sure if it's just me but I had this problem with quite a few models now and it's starting to bug me.
When ever I import certain models into UnrealEd the faces get inverted / turned inside out.
Has anyone else had this problem?
Thanks.
AndyHS
07-13-2008, 04:21 AM
Don't know if you have found the answer to this problem but i had the same problem last night when trying to export my first animation to UT3 and this may help somebody else. I found the answer to my problems in the Module Menu.
Right click on the blank part of the menu bar to the right of Help and select Module Menus
When the new menu bar appears go to Model > Poly. Mesh > Invert Polygons.
jentzenmooney
07-13-2008, 12:35 PM
Xero,
Is the mesh with the inverted normals issue is it enveloped as well? Sounds fishy
thank you
Jentzen
Thanks AndyHS but I already tried that. Yes it works but I don't really like having to invert certain parts of my models just to get them to import correctly. I can live with it but won't like it :P.
To jentzenmooney. Yes the mesh is enveloped correctly. I even tried to enveloped it to a single bone just to see if that was a problem somewhere.
It's weird because other more complex mesh import fine while this and a few others get inverted.
Here's a screen shot if it will help any. I'm exporting this mesh by its self. It's basically a cone.
http://img224.imageshack.us/img224/7750/rukclipsw8.jpg
I can live with inverting the faces before exporting but I'd really like to find a way fix this problem for future models. Maybe an option to bake the normals so actor x don't get confused?
Thanks.
ghidra
07-29-2008, 02:22 PM
The way that I found that fixes it:
In the Setup tab of ActorX. Click the "invert" check box.
And the mesh will import with the faces and normals as you'd expect them.
Let me know if this works for you.
edit-----------------------------------------
actually, I am not sure that is a fix at all. And I'm not sure I know what that "invert" button does. And I am not sure how to have consistently correct normals on a mesh. I have manged to import geometry correctly and incorrectly and not know why or how on several occasions......
Hi ghidra, the "invert" option in Actor X inverts the selected object you have in your scene on export. That is if you rigg a cone and a cude then selected the cone with the "invert" option checked then the cude will get exported instead. If you only have one object in the scene then that object will be exported as normal.
One thing I've noticed before it I had the eyes and the body and hair as separate objects and upon importing into UnrealEd the body mesh was inverted. When I merged the eyes and the body into one object it imported fine.
There's a problem somewhere with the XSI Actor X exporter when exporting open meshes. Or maybe with UnrealEd when reading meshes exported for XSI. Not sure.
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