[REQ] Scenes that don't work when Fix Mesh Errors is off

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suvakas
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[REQ] Scenes that don't work when Fix Mesh Errors is off

Post by suvakas » Fri Jul 27, 2007 12:17 am

Hi guys,

I'm currently re-writing the geometry export of Maxigo and it would be good to get some test scenes.
I want to make the "Fix mesh errors" part automatical.
If anyone has a scene, that doesn't export correctly when "Fix mesh errors" is turned off, and can share it, then please upload it to some place or to this thread.
It would be really helpful!

Thanks,
Suvakas

[edit]
I mean *.max files.

[edit2]
Scenes that don't work at all would be even better.

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AzureSky
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Post by AzureSky » Fri Jul 27, 2007 5:12 am

Hi Savukas,

Here you - URL included..

This is my first post here, so first let me say:
Thanks to you for the great exporter and thanks to Ono for this wonderful renderer! I have been on this forum for a few months now and have been watching, reading and enjoying all the posts here - all the while learning about using Indigo. I'm relatively new to 3D modelling, etc, but am enjoying it more and more the more I "experiment". I haven't rendered any proper scenes yet but I'm now working on my first "serious" scene - which I'll post here when it's "ready" :)

So, once more, thank you, guys, for this brilliant work...!
:D

Here's a simple test scene which doesn't work unless "Fix Mesh" is selected - it appears to have something to do with the rotation of the sphere - and previously it wouldn't work at all, even with "Fix Mesh" selected (but I have not been successful in recreating that condition).
If "Fix Mesh" is not selected then (currently) Indigo doesn't do anything (it completes the 'warming up' phase and then just - seemingly - "hangs"). Previously, it initialialised but the sphere would not appear - only the base.

http://i360.co.za/temp/TestSphere.max

I'm using 3DS Max 9 SP2, your latest expoerter and Indigo 0.9.3

Azure'

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Post by Kosmokrator » Fri Jul 27, 2007 5:21 am

hi suv...another scene that even dont start rendering and hang up into initial warmup without fixmesh errors.....with fix mesh works just fine....

I'm using 3DS Max 9 SP2, your latest expoerter and Indigo 0.9.3 too..
thnx for your effort man!!
Attachments
problem.rar
problem...
(328.07 KiB) Downloaded 259 times
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
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suvakas
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Post by suvakas » Fri Jul 27, 2007 10:31 pm

Thanks guys!!!
If you can find some more, then keep them coming :wink:

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Post by kl_mar » Sun Jul 29, 2007 10:56 am

offtopic, but maxigo requieres manual search bitmap path, Suvakas, maybe you add option to correct path to textures?

Thanks in advance

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Post by suvakas » Sun Jul 29, 2007 8:23 pm

kl_mar wrote:offtopic, but maxigo requieres manual search bitmap path, Suvakas, maybe you add option to correct path to textures?

Thanks in advance
When you use the option to convert textures to jpg, then it also corrects the paths. You can use that for now.

[edit]
I've only got 2 scenes from you guys. Don't tell me Maxigo is so good. Can't really test the compatibility if i don't have nothing to test with 8)
So maybe you can find some more?

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Post by Kosmokrator » Mon Jul 30, 2007 5:44 am

i can find....sorry....but some of scenes i have just dont start indigo to render into initial warmup.....and nothing happents....when enable fix mesh all its ok.....like in the scene i have post here....

p.s only in 3ds format ...i dont know what happents to other output formats!
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO

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suvakas
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Post by suvakas » Mon Jul 30, 2007 5:59 am

Yes, thanks for your scene Kosmo. It's very helpful. It's just that the latest Maxigo has been downloaded for over 100 times. I was kind of hoping for more people to respond. The greater the number of non working scenes the more i can test the overall compatibility of the geometry export.

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Post by Kosmokrator » Mon Jul 30, 2007 6:01 am

of course suv u have right....but in my case i cant hapl further all my scenes just dont start rendering without fixmesh errors.....man....what do u have done here? :wink: :P
keep it up and thnx again for your priceless effort!
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO

sth
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Post by sth » Mon Jul 30, 2007 7:13 am

well.... STH once again 8)
I've got a scene which doesn't export properly using obj even with fix mesh errors mode 2 enabled :P
I'm starting to think that in Max8 there is a problem with internal obj exporter plugin or simply this mesh is bad.....

btw.... I'm not good at "writing" scenes and materials and I just can't stop thinking about sss skin material in indigo.... :wink: Will it be possible to include this mat in "maxigo for indigo 0.9x"?
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exporttest.rar
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suvakas
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Post by suvakas » Mon Jul 30, 2007 9:59 pm

@sth:
There is something very wrong with your mesh. Even built in obj exporter doesn't work.
Also it doesn't export to *.3ds after optimizing. so..can't do anything here.

[edit]
Forget everything i told. I was running out of diskspace. That's why it didn't export :lol: :lol:
Anyway.. this is actually a known thing. I have reported it to Ono also.
When exporting to obj format, then sometimes Indigo gives an error message like this:

Code: Select all

syntax error: no integer following '/' 
This is a mather of how Indigo reads obj format. Ono assumes, that all obj files are following the same pattern, but it seems they don't.
So Ono, if you happen to read this, then can you check out this "other type" of obj format too? I can send you the file if you want to.

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AzureSky
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Maxigo 0.9.4 Bug

Post by AzureSky » Mon Sep 17, 2007 4:08 pm

Hi Guys,

Thanks, Suvakas, for the new exporter with all the additions and fixes, etc. Your dedication to the development of this exporter is something I really apprecaite. I tried 0.9.4 out earlier this evening on a chess set I'm working on (my first Indigo scene) and I got this (first image is 3DS internal, second, Indigo output)... ' looks like a geometry issue... :cry:

The squares are instanced but it doesn't seem to be an instancing issue since I had some other bits & pieces in the scene as well and they also had some misalignments. The geometry file format exported is .3DS (I haven't tried the other formats with it.)

I'm using Indigo 0.9.7.2.

Image

Image

You can download the scene file here:
http://i360.co.za/temp/maxigo_bug/Chess_003b_Base.max

I hope it's something that doesn't take too much sweat & tears to fix :!: :roll:

All the best,
Azure'

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suvakas
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Post by suvakas » Tue Sep 18, 2007 5:07 am

How did you model those square boxes? They have a bit strange topology for being only beveled boxes.

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Post by AzureSky » Tue Sep 18, 2007 6:01 am

Hm, it was a few months ago - don't recall exactly how I made them, but I think it may have been done with a Taper modifier, and since the time they were modelled they were also exported as .3DS objects and imported back into the scene (I may *also* have saved them as .OBJs and imported them again; I noticed that changed their basic mesh format) which may account for the 'odd topology'.

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suvakas
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Post by suvakas » Tue Sep 18, 2007 6:12 am

Eh.. You have a messy ways of doing things :)
I can only recommend you to use ResetXform. I'm not able to solve the issue with scripting cause i really don't get what's actually wrong with your geometry.
Apply the resetXform (it's under 3ds Max utilities) to your models and it should solve your problems.

And don't do this kind of import-export "party" in the future :wink:

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