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Mar 6 11 5:54 PM
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Mar 6 11 6:30 PM
Mar 6 11 7:32 PM
Mar 6 11 7:40 PM
There is no (F) menu entry to achieve that, for sure.
But, because I think, the goal is to correct wrong face normals, so that the whole object is either inside out or outside in: just export the broken object to *.obj and re-import it then.
Wings is known to be used to correct face normals, that other applications messed up (even by some big companies, just for that feature). At least it was known for 1-2 years ago, when I came to Wings; sorry, I can't find the link back, stating that.
Mar 7 11 3:54 PM
Mar 7 11 6:41 PM
Mar 7 11 7:33 PM
I googled again for the statement ... without luck.
So I just exported a tetrahedron to *.obj with Wings, then edited that *.obj and swapped 2 vertex numbers in the first face:
-f 1//1 3//3 2//2
+f 1//1 2//2 3//3
Then I opened that file with TopMod and got this:
You see, one face has the normal flipped, all other 3 faces are OK (orange in TopMod).
Then I imported that file into Wings and initially got an inverted tetrahedron: completely inside out. But after (O) "Invert" ALL faces were correct, a re-export to *.obj was identical to the initial *.obj (except for one vertex coordinate in the range of 10^-16, thus very near to zero).
So it seems, the Wings *.obj import is still able to correct broken face normals (I think, the correction is in that importer code, and that didn't change for a long time). Here the test_normal_flipped.obj and the test.mtl, so that you can experiment for your self (both are text files, editable).
Best regards, Georg
Mar 8 11 8:38 AM
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