Don't you hate when you are finished building and slicing
your wonderful new Poser figure (especially in Ray Dream), and then when
you convert the phi and behold your new creation.....! Blasted pieces
are inside out!!
This is usually fairly simple to fix right in Poser. Import your obj (uncheck all the boxes on import), and then use the Grouping Tool to go through each group (there will be one for each body part), and when you get to one that's backwards, hit the "Reverse Group Normals." Re-export your obj, and it's all fixed.
But what do you do if the whole group isn't abNormal... just bits and pieces here and there? Tear out your hair and build it over from scratch!? Augh! If you have patience with the Grouper, you can use it to fix this mess, too.
Create a new working group -- I name mine Flip or Reverse, and use this in conjunction with the original groups. Do NOT add/subtract facets when you are working with your default groups. Remember facets can be multi-grouped, so if you want to work on most of one group, make a new group, and "Include Group" your original group. That will make a copy of your group to work on.
Remember when you are selecting and deselecting in one view, in a solid shaded mode, to check other views, and especially wireframe mode (and zoom out!) to make sure you haven't picked up something off in left field you don't really want to touch.
Remember that CTRL is subtract, not ALT! ::sigh:: ALT is to move the camera. If you're trying to deselect, and you suddenly find yourself looking out into space, undo your camera move, and try again. :)
After you've finished one group and start working on the next group, you might end up selecting bits that you've already done. You can use the "Remove Group" button to tell your working group to let go of facets that are in the group you've just done. Note: Remember that "Remove Group" and "Delete Group" are two different things! :)
If your object is particularly small, or off-center, you may experience the typical frustration trying to zoom in on it, especially with the isometric cameras. Use Edit:Memorize Element to have Poser remember the correct size and location for your object, then put it anywhere you want. Use Edit:Restore Element to make it go back to it's 'home' position.
Saving The Fixed OBJ: Remember to
put the obj back in its original position (or you can try to use the 'Export
as Morph Target' option, good luck), and export. In the export variants,
check Includ Body Part Names, Exact Internal Names, and Include existing
Groups. Uncheck Include Figure Names. Leave the Weld on, unless
you're doing the As Morph Target thing.
Note that the group names will be messed up. Well, not messed up, but.... At any rate, open your obj in UVMapper, and select by group. Each group that you worked on may now have sub-groups. Select all the groups in one family (ie: neck2 flip, neck2, neck2 rev, neck2 nek2a), and assign them to the proper name (ie: neck2). If you remove the work groups you made, you might be able to skip this step. Haven't tried it yet.
This works if the abNormals are all on one side of the group. Import your obj and hit it with the Grouper. Find the group that has abNormals, and display it in the smooth-lined (or unsmooth-lined) mode.
Here's an example. On the left is a section of my group that has abNormals facing away from the right camera. In this shading mode, you can't marquee grab/subtract facets that are facing away from you. For once, this is good! After selecting the whole group, and trimming away the unaffected parts, I can now use the CTRL-marquee to swipe over the whole group. As you see on the right, the facets facing the camera have been deselected by this action, but the reversed facets have not. Now if I hit "Reverse Group Normals," they'll face the right way.
The problem with this quick and easy solution is, if you change views to un-select other correct faces, you'll end up deselecting your abNormals, too. For example, if I went to the left camera, and the facets on that side were all facing out (they were), and I used this method to deselect them.... I'd come back to the right camera to find all my abNormals deselected, too! Why? Because they were facing the left camera when I did the subtraction-swipe from there. Argh!
This isn't all THAT hard. Not as hard as trying to select facets that are facing away from you and are, therefore, unselectable. :)
Step One: select the group you are going to work on
Here's my group, neck2, selected and zoomed in. Note the abNormal right there all obvious and annoying.
Step Two: Reverse Group Normals
Here they are, all reversed and inside out. The good news is, I can now see those reversed triangles, because they are now.... unreversed!
Step Three: Grab the re-reversed facets in a new group
Hit "New Group." This is Flip. You can re-use your working group, just each new 'flip' that you're going to do, remember to hit the "Remove All" button to let go of previously corrected facets. Also remember to check the top view and others in wireframe to make sure you haven't selected anything you can't see and don't want. This is the trickiest part of the whole deal, grabbing what you want and un-grabbing what you don't. Typical Grouper behavior.
Step Four: Reverse Group Normals and Reverse Group Normals
It doesn't matter what order you do them in. Reverse Group Normals for your working group. This makes them backwards again. Now select the original group and Reverse Group Normals, which makes everything face the right way 'round again. You can check yourself by flipping your working group back and forth, now. Make sure you check other angles, to see if you're creating holes anywhere else.
Repeat as neccessary.