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I'm having trouble importing (maya exported) Objs at stamps, are there specific settings for this?

DaddyOtisDaddyOtis Posts: 1
NerveGear
I have a 10 K poly count model I'm trying to pull into medium.  I keep getting a Xanadu error.  
I tried to export a simple sphere, with the same issue.
I am exporting from Maya, but don't see why that would be an issue.
Anyone know what the issue might be?
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Answers

  • johnboyjrjohnboyjr Posts: 62
    Hiro Protagonist
  • johnboyjrjohnboyjr Posts: 62
    Hiro Protagonist
    Tons of people have the same problem the last update messed up importing if you had looked tons of people had the same problem. 
  • ClosetSculptClosetSculpt Posts: 3
    NerveGear
    I am having the same issue. I tried meshes under 100 polygons, cubes, and even spheres. Each was triangulated. I used Maya, Zbrush, and Meshmixer to export OBJ's. None of them worked. I would rather not download a new piece of software to convert them. Hopefully this will get fixed soon. It is a cool feature that I would like to continue to work with.
  • Sterling77Sterling77 Posts: 491
    Trinity
    Export from Maya as .obj and tick all the boxed smoothing / groups bla bla - put the geo in the >> C:\Users\YOURPC\Documents\Medium\_Import\Stamps 

    Them select the stamp from the library >> add new layer >> hit resolution twice and check single >> should be fine. 

    Also check the normal's of your Geo 
  • Sterling77Sterling77 Posts: 491
    Trinity
    Agreed something is broken - when will a patch be available 

    Tried to import a clean .obj and get the xanadu error 

    I would like to involve a client very soon in this workflow - so an update would be appreciated 
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    Based on everything we investigated ensuring the mesh has no quads in it and has normals is key. Meshes with no vertex normals are failing to import. 

    We're working on a permanent fix, but you should be able normalize vertexes, triangulate, and apply a UV in another program and then import properly. Sorry for the inconvenience. 
  • Jay77Jay77 Posts: 1
    NerveGear
    Thanks Matt, I was looking for that info:)
  • Sterling77Sterling77 Posts: 491
    Trinity
    edited May 2017
    Heres some settings that worked for me > export from Maya > uncheck all except for normals. The only other thing i did in zbrush was decimate ie to triangulate the mesh and add a planar uv to the geo. back in maya i just applied an average normals > The attached image is from export selection as .obj 

    I think that smoothing is causing issues - which makes sense as that would carry normal data with the obj 

  • klrichardsklrichards Posts: 3
    NerveGear
    So, medium is unable to import objects as quads? Ive been trying to import objects into medium and have had no success. Triangulate? why does that need to be done? All modeling programs I work with can import objects with no fuss, no manipulation. Also have never had to worry about vertex normals in terms of importing objects. And if I read some of the above correctly it needs to be uv'd? wow. Am I missing something here? Please give me an easier workflow.
  • Sterling77Sterling77 Posts: 491
    Trinity
    Medium is a SDF based modeller - its not necessarily dealing with polygons as such - so at the moment you just have to follow the current pipeline 
  • P3nT4gR4mP3nT4gR4m Posts: 1,650 Valuable Player
    edited June 2017
    Also, there's no need to unwrap. Import works fine for me with just geometry. Also, if you've never had to worry about normals then I suggest you try some more pipelines. I suspect you've just been lucky so far ;)
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