At my wits end with this error. Trying to get one piece of my model into Maya to run a decent clean-up on it so that I can get it into xNormal for baking, but every time I export the .obj Maya says it has an error reading the file.
All my other high-poly parts work and are imported as does my Low Poly and I've run every xView filter on this piece and corrected every mistake.
I had an error called a "Rat's nest" while exporting earlier, but I seem to have fixed it. The error in xNormal is N-Sided faces, but I can fix that in Maya which is why I'm trying to get it in there.
My GameDev school group offered me some suggestion such as Send To (Only Mudbox, MotionBuilder and Softimage show up in the options.) and to export it as an FBX, but the FBX file rescales the piece and triangulates it, and I don't want it triangulated right now. The error was "Detected turned edges and has triangulated the model" or some such. (Also, not sure what turned edges are, educate me please!)
Google's got nothing for me and I don't want to re-highpoly in Maya, because that seems like a missed opportunity to learn something, but it's my back-up course of action.
Any idea's on what would make it export properly from Max, but not open in xNormal or Maya?
Thanks awesome people!
Replies
As for FBX, look at both your export options from Max and your import options in Maya. You can turn off the triangulation, and there are settings for scale as well.
@St.Sabath: I do have them both installed yet one only appears for some strange reason.
I really want to learn something out of this and get it figured out, but if I haven't solved it by tomorrow I'm just going to take the working low-poly and high-poly it. Spent too much time banging my head against the wall with this problem.
But thanks for your help, don't get me wrong!
For the FBX scale and triangulation, make sure you have the right options set both in Max for the export AND in Maya for the import.
// Error: line 0: OBJ file line 42612: index out of range for face creation. //
// Error: Error reading file. //
Interesting. Perhaps it's too far from the origin in Max?
My options for importing in Maya are:
Group: Unchecked.
Remove duplicate shading networks: Unchecked.
File Type>Best Guess
Ignore Version: Unchecked.
Preserve references: Checked.
Load Settings>Load all references.
Use namespaces: Checked
and the radio button in the namespace area is set to New Namespace (File Name)
For Max my export options checked are:
Geometry:
Flip YZ-axis (Poser-like)
Faces>Quads
Texture coordinates
Normals
Smoothing Groups
Scale>1.0
Materials:
Export materials
Create mat-library
Output:
Target>PC/Win
Precision>4
Optimize:
-vertex
-normal
-texture-coord
Write log to Export-foleder (when using #noPrompt in scripts)
Basically all the defaults when exporting OBJ's.
I get this stuff occasionally from Zbrush after dynameshing, sometimes you get ugly vertex soup and most 3D packages won't handle it well. Fixing multiple lines like this is really a pain though. You might get lucky and just have it in one spot.