uhm… it seems to work ok here (using your blend file).
Well, you know what, what you wrote does work…
Given my last few hours of attempts(which have worked), it seems that the problem I’m having is Pilot Error(with a little help from the blender user interface :)). I’m still learning blender and sometimes I fall into non-intuitive mode changes that I don’t know how to rectify.
Basically, whenever a set of polygons gets into this black state, it appears that I just have to leave face mode and go back to it again. Once back in it, the black faces all disappear and I’m left with what I expect–a bunch of white faces that I can skin with textures.
However, if you load the file and then hit tab, it goes from solid rendering to black face, to solid rendering again. What state is the object in when it is in black mode?
Also, how do I exit UV mode? Just making the window go away with a join doesn’t do it.
Thank you folks so much for answering my confused questions. I’m not a professional modeler by any stretch of the term, but I have formal training in the fine arts, and my professional life involves writing/debugging distributed systems under UNIX. I needed some 3D models for a game I’m writing and I was pointed to Blender by friends in the know. I must say, except for a few segfaults and some interface learning issues, it is a really, really fine product.
I have acces to purify under Solaris, so maybe if I can make it compile there and report any memory problems to the developers they can be fixed.
Thanks for your help. I’m sure I’ll be posting more eventually, but probably in the blender API forums cause I need to save the skinned objects in a nicer format for loading into my games.