inverting a prop via morph

BradCarstenBradCarsten Posts: 856
edited May 2019 in Daz Studio Discussion

I'm working on a shield, and fitted it to the character's right arm, but the way the strap is positioned makes it only useable on that arm. So what I did is create a morph to invert it, so that it will then work on the other arm. But when the morph is applied, the object goes completely black. It still renders okay, it's just black in the other preview modes. Is there a way to fix that, or do I have to rather save the left hand shield as a new prop?

Post edited by BradCarsten on

Comments

  • Syrus_DanteSyrus_Dante Posts: 983
    edited May 2019

    First, by inverting the prop the mesh normals also got inverted. This means its turned inside out - this is the reason you see the black surface.

    There is an easy fix:

    1. activate the Geometry Editor tool (click the Toolbar icon or press Alt+Shift+G)
    2. select the item, then select all mesh (Invert Selection: Ctrl+Numpad-Multiply will do / or Viewport right-click: Geometry Selection>Select All)
    3. Viewport right-click again and choose: Geometry Editing>Flip Normal of Selected Polygon(s)
    4. save the item as a new prop (you will need one for left arm and one for right arm)
    Post edited by Syrus_Dante on
  • Richard HaseltineRichard Haseltine Posts: 102,344

    You could select all of the shield with the Geometry Editor tool, right-click>Geometry Select>Select All, then right-click>Geometry Editing>Reverse Winding Order (which flips the normals - steps from memory) but that would work only if you had just one version loaded. If you want to mix-and-match, without having one hand black, you would need to save the flippd adn reversed version as a new asset.

  • BradCarstenBradCarsten Posts: 856

    Great thanks for the help Syrus and Richard.

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