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fix face orientation "Re-Orient all faces coherently" #197

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merged 1 commit into from
Sep 26, 2017

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christian-rauch
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This fixes the face orientation of the SDH finger meshes.
Done with MeshLab: "Filters" -> "Normals, Curvatures and Orientation" -> "Re-Orient all faces coherently"

@fmessmer
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@christian-rauch
did you experience any kind of problems with the current meshes?
when displaying the face normals of the current (indigo_dev) meshes in blender, they already seem to be oriented consistently - outward-facing.
I'm happy to merge this PR, but I can't see the "diff"...also, if there actually was something to be fixed, could you also fix it for the other meshes, i.e. palm, knuckle,....

@christian-rauch
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I experienced issues when rendering the meshes in a normal OpenGL renderer. The finger meshes do no reflect light, e.g. they do not respect the light source:
hand_wrong_normals

After opening and exporting the finger.stl and finger_tip.stl meshes with MeshLab, I obtain a more realistic rendering:
hand_fixed_normls

As it turns out, just exporting the mesh in MeshLab without applying any filter already produces this result. The face normals seem not to be the issue. Since the files are binary, I cannot tell the changes that are applied by MeshLab.

@fmessmer
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thanks @christian-rauch for clarification
I remember that there has been times were opening and re-exporting meshes through meshlab (or blender) helped with some issues related to MoveIt!, too

@fmessmer fmessmer merged commit 7e8010f into ipa320:indigo_dev Sep 26, 2017
@christian-rauch christian-rauch deleted the mesh_face_orientation branch September 26, 2017 14:09
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2 participants