Export From modeller
@TeeDee Alright, just spent a couple hours going through and finding things.
Haven't tracked down all my workflow/pipeline/etc folders yet but this is most likely what you're looking for.
You'll want to make sure whatever you want to export is actually selected, if you don't the topology slider will stay at 0% and you won't export anything. Based on what I've found it's probably one of these two settings (most likely the one on the right) (just try both) I've got a lot of test files with a bunch of pipelines scattered through at least a dozen folders, and this was months ago, hopefully gets you on the right track. Will update if I can find the text file that has the step by step breakdown.
Modeler has/had an issue with not properly exporting the bounding box.
If that persists let me know and I'll explain how to fix it, we may have solved that on our side, has been a while since I've run these.
You'll want to make sure whatever you want to export is actually selected, if you don't the topology slider will stay at 0% and you won't export anything. Based on what I've found it's probably one of these two settings (most likely the one on the right) (just try both) I've got a lot of test files with a bunch of pipelines scattered through at least a dozen folders, and this was months ago, hopefully gets you on the right track. Will update if I can find the text file that has the step by step breakdown.
Modeler has/had an issue with not properly exporting the bounding box.
If that persists let me know and I'll explain how to fix it, we may have solved that on our side, has been a while since I've run these.
42 Replies
Export from modeller
I've seen that before. Can you confirm that you did both of these things?
1. Is the object selected
2. Is the slider at 100%
If that's not the issue, I will try and figure out where I put the project folder.
:: Found these notes:
Make sure is 100% export for quads/Tris (may solve texture issues), not fully tested, but causes problems otherwise
Make sure Vertex Colors ARE selected (gets color)
Export the Glb
I'm still looking for the correct screenshot
::
I found a workaround, if the image isn't in your model export attempt, but modeller is actually exporting a glb
Before I complicate things with that, let me know where you're seeing the message
Say hi to Wilson everyone
Wilson is our low res volleyball with a smile who we'll be exporting
we are exporting as glb, selected (he is blue now), with these settings ^
Took a minute, but we now have our glb export, wilson 06 06 (because he is evil)
he has exported successfully as far as windows 3d viewer is concerned. Model and texture
But openbrush doesn't like wilson for some reason
that's where the error appears
Let's go again with the topology slider at 100
Don't worry wilson, we'll bring you into open brush, don't worry
here's wilson exported at 100% topology on that slider
3d viewer is again able to see him in all his glory
but open brush does not like wilson topology 100glb either, even though he's got such a fancy name
here's the smod file
the modeler file
he's not small of brain or of heart, just in file size
and so ends the saga of wilson the unimportable
or does it...
Here's a twist - all the 4 files you DM'ed me import fine (albeit without a texture)
those 4 were the fbx and obj ones yeah (for ancientworld's info)
and yeah they imported but no texture
ok. that wasn't clear.
Can you send me a file that doesn't import at all?
the two glb's higher in this thread
wilsontopology`00glb and wilson_06_06
this one
and this one
ok. i want to be more scientific about this -
Is it the case that:
1. .obj - no material
2. .fbx - no material
3. .glb - "no usable geometry"
?
yes
That is correct
or to be more specific, glb with these settings seem to have unusuable geometry: https://discordapp.com/channels/783806589991780412/1084525307685515355/1176519267416551496 obj and fbx under the previously mentioned settingshttps://discordapp.com/channels/783806589991780412/1084525307685515355/1247443730114416671 ahave no texture
ok. i have a fix for glbs
switch to the beta if you aren't already using it and add this to your Open Brush config file:
"Import": {
"UseUnityGltf": true
},
assuming you're got an empty config here's how the whole thing should look:
For the obj and fbx files - in both cases we're not showing a texture because there isn't one. It's all done with vertex colors. GLB is th only format where we detect that and make use of it. Not sure why the regular gltf importer is throwing an error but at least there's a workaround.
also a bit puzzled why the gltf is so much bigger than the obj and fbx
that might be your export settings
Sounds good, I'll try that fix tonight, thank you
I didn't see this before I saw your email, I sent you a workaround that should handle it
The problem is that modeller doesn't do the bounding box thing right, as I recall, so there's no dimensionality to work with directly.
Results in /0 errors or something along those lines.
I think we've got it fixed in the newer importers (see andy's post on the config)
I think we've got it fixed in the newer importers (see andy's post on the config)
this is gunna sound dumb but I don't see any of that in the conig file
and thanks ancient for the message ill look at that method after
cofig is all <dllmap dll=... this dllmap dll = that?
Sure you're looking at the right file?
https://docs.openbrush.app/user-guide/the-open-brush-config-file
that'll help yeah, one sec
using the right config file now yeah
ok so that's progress, the error message disapears but it now just has a X in circle icon and doesn't load anything
I'll be trying ancient world's workaround after work tonight
(loading the beta from steam)
ok so that's progress, the error message disapears but it now just has a X in circle icon and doesn't load anythingIs this on the beta? My solution requires the beta.
yes
it was the beta through steam
that's odd. those files work for me
can you DM me you config file?
@AncientWorlds I got back home and had an opportunity to try your workaround using that website
Say hi to wilson, cause the method you DM'd me does indeed work
For reference if anyone else needs it:
If you're having issues, here's a workaroundDrag it into here https://sandbox.babylonjs.com/ Hit the box on the lower left[right now, its on the right] that will open up some panels Select scene Use the wrench tab on the right Open up the menu that says GLB[GLTF] loader if its not open already Toggle the button that says [always compute] bounding box If its animated you might want to add the skeleton root (otherwise I think that one's optional) Then drag the model in again (because it resets the browser so it can do that) Scroll down a bit further (wrench tab) to where it says GLB Export, open that Hit Export to GLB Does a lot of other stuff, but that willl fix imports in a lot of programs in you're getting issues with the recieiving program not understanding the volume
Babylon.js Sandbox - View glTF, glb, obj and babylon files
Viewer for glTF, glb, obj and babylon files powered by Babylon.js
so thank you so much
and wilson says thank you also
Glad I was able to help. I'm up to my eyeballs in this stuff right now.
Although that solution has been covered, at leastin some versions, as I'm able to export all sorts of things. Had to stomp through a small mountain of bugs, but getting there
Although that solution has been covered, at leastin some versions, as I'm able to export all sorts of things. Had to stomp through a small mountain of bugs, but getting there