I try to apply Node Based Material to a obj model but it does not work :(
There is a limitation on the obj file with this Material type ?
Thank you for your help.
Everything works well with the obj file , I had not correctly applied my material :/
Related
We have been using Model derivative translation to convert our textured mesh obj files to svf format to display in the forge viewer for many months now. For the past 3 days, the translation results in a weird mesh in the viewer. If we use meshlab to open our obj files, they look perfectly fine.
Have there been any updates? Is there something we can check?
Used meshlab to view the obj file to make sure our texture model is OK.
Attaching snapshot of the OBJ model viewed in viewer.autodesk.com
Update May 29th:
Looks like the issue is fixed. This problem was similar to Translation of zip file (contains object and material file with different colors) results to a viewables of single color.
Edit 3: I now suspect that there's something going on with Blender's OBJ exporter/importer since Maya's export doesn't behave that way - I have updated the title accordingly
Here's the bug report: https://developer.blender.org/T50424
At the very least, this should help those baffled by this issue as I am.
Before above edit:
OBJ files imported using THREE.js' OBJ Importer seem to face the wrong direction.
In Blender: X is forward, Z is up:
When exporting, I make sure to keep the Axis consistent, except for the Z/Y flip because of difference in coordinate system in THREE.js:
In THREE.js editor, the model gets imported facing Y, and not X, compared to JSON and Collada imports:
This leads me to believe, there's something wrong with the OBJ importer.
Models (including Blend file) here: https://www.dropbox.com/s/ubcxqp9bc4pnr6e/Models.zip?dl=0
Edit: I can confirm that importing the OBJ back into Blender does face the right way, so it's likely not an issue with the OBJ Exporter:
Edit 2:Plot Twist
Imported both Collada and OBJ into Maya, and it behaves the way THREE.js does.
OBJ is facing Z, and Collada is facing X. I am starting to think this is an issue with Blender's import/export of OBJ files.
I'm attempting to migrate my Coin3d geology visualization projects over to Three.js. I've experimented with the various loaders and have decided to use the JSON format & loader to load mesh data, but I cannot find a method for storing and loading lines, points, and text. I tried the VRMLLoader, but the following code:
var vloader = new THREE.VRMLLoader();
vloader.load('line.wrl', function (geometry) {
var line = new THREE.Line(geometry);
scene.add( line );
});
returns nothing, which isn't surprising, given that IndexedLineSet is not referenced in VRMLLoader.js (IndexedFaceSet, Cylinder, Cone, etc are there). The JSON Geometry format 4 and Model Format 3 are mesh-centric if not mesh-exclusive, and I wonder if there are plans to add something like
"data":{
"lines":[3,0,1,2,3...],
"points":[0,2,4,1,3...]
}
to the spec? In the meantime, does one of the other loaders support loading Lines, Points, and Text? If not--and I assume the answer is no--is the best way to go about this to hack the JSONLoader to read
"lines":[3,0,1,2,3...] # or whatever I want to call it
and if so, how would one go about doing so? In the loader callback, or would I have to make a custom my_JSONLoader.js?
I am currently working on support for IndexedLineSet in the VrmlParser project. VrmlParser uses a ThreeJs renderer for display: http://github.com/bartmcleod/VrmlParser
I'm working on skeletal animation and got stuck on this really weird issue.
Using ASSIMP to import a .dae model.
I have loaded the model's bone hierarchy (nodes), but the mesh->mBones
contains only 10 bones, while there are 29 total. I thought there are only those which are active during the transforms, but nope, that is not the case. Active bones are missing.
When reading the scene, I'm using aiProcess_ValidateDataStructure
Importer throws no errors.
The exact problem is I don't have all the aiBone structures needed to obtain bone weights. Is it bad exporting or something else?
I'm attaching the object model and the scene. Thanks for all help.
https://skfb.ly/CDIu
The problem turned out to be the biped system.
Raw bones work just fine!
I have been trying to use dent modifier for 3D vehicle loaded using objmtl loader. The model is loaded using multiple obj and mtl files. While I am trying to create dent it is not crating the dent on selected portion. Also when I call computeFaceNormals the model itself is getting distorted. I am not sure if the issue is in my obj files itself. I have attached all obj files as well as the html that I am trying. Can someone please guide me where I am going wrong #mrdoob
issue can be found at http://tinyurl.com/oc4j76a