Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: BrotherBryon on August 08, 2011, 06:34:37 pm

Title: Blender Help
Post by: BrotherBryon on August 08, 2011, 06:34:37 pm
Is there any easy way to fix this?
(http://img841.imageshack.us/img841/7510/blenderproblem.jpg) (http://imageshack.us/photo/my-images/841/blenderproblem.jpg/)
I must have rotated the model somehow while I was working in the UV window without realizing it. Trying to manually rotate it back seems almost impossible and I would really rather not lose numerous hours spent tweaking the UV map by having to start over with a fresh import.
Title: Re: Blender Help
Post by: headdie on August 08, 2011, 06:40:50 pm
quick way to see if rotation is your problem is to switch to object view and bring up the transform properties (N in 2.49)  if you have an oddball rotation on one or more axis you can manually change it in there.
Title: Re: Blender Help
Post by: BrotherBryon on August 08, 2011, 07:08:51 pm
In object mode the rotation along each axis is zero but this is a mirrored model so I'm thinking somehow I rotated the model around the origin while in edit mode and now the two halves will no longer line up.
Title: Re: Blender Help
Post by: headdie on August 08, 2011, 08:09:39 pm
All i can think in that case is to manually rotate it back.  hopefully someone else has a better idea.
Title: Re: Blender Help
Post by: Rodo on August 08, 2011, 08:12:41 pm
uhhh that's an ugly problem.

AFAIK there's no way to turn back, aside from grabbing every single vertex and taking it to it's designed position or getting lucky while trying to rotate the hole model again.
Title: Re: Blender Help
Post by: esarai on August 08, 2011, 09:57:32 pm

First step is to do a manual realignment as close as you can get it.  Do this one global axis at a time.  View from the the side and rotate until it looks right (right being parallel with the Y axis and perpendicular to the Z).  Repeat for front and top view.  Using these views automatically constrains rotation to the axis parallel to the line down which you are looking to the target.  Side constrains rotation to X, Front to Y, and Top to Z.

I take it you have a mirror modifier applied to that mesh, yes?  If so, take the mirror modifier, turn on 'clipping', pull the mesh away from the axis of symmetry, drop it, grab it again and pull it together until the central ring of vertices meets its twin.  They will automatically merge. 

If you haven't used a mirror modifier, select the central ring, and press S-X-0.  This scales along the sideways axis by 0, making all vertices share the same X coordinate.  Press N to bring up the transform properties menu, and set X-Pos to 0.

If this fails, upload to mediafire and PM me a link.  I will do it for you.
Title: Re: Blender Help
Post by: BrotherBryon on August 09, 2011, 12:06:23 am
Thanks esarai I'll give it a try tomorrow night (I left the drive that has the model on it at work tonight). It does have the mirror modifier but it isn't applied yet so I think I should be able to do what you suggested.
Title: Re: Blender Help
Post by: BrotherBryon on August 09, 2011, 04:55:22 pm
It worked, Thanks again esarai.
Title: Re: Blender Help
Post by: esarai on August 10, 2011, 07:35:11 pm
My pleasure.