Obj import to Max - Invalid Vertex Index
by James · in Artist Corner · 05/12/2009 (3:46 pm) · 6 replies
I ran into a problem when importing an obj file into Max 2009 today and have looked everywhere (google, etc) to find out what I may have done to my model to cause the problem.
I create my models using Modo (Luxology) and then export a *.obj file to import into Max, which up until today has gone smoothly. This time round, an error occurred I've never experienced before: "Error - Invalid Vertex Index". Does anyone have the time to explain what could cause this error? I've googled it but have not found a satisfactory explanation as yet.
Knowing or understanding what I may have done to mess up the file will allow me to proceed with a little more confidence :)
Thanks to anyone who can help out
I create my models using Modo (Luxology) and then export a *.obj file to import into Max, which up until today has gone smoothly. This time round, an error occurred I've never experienced before: "Error - Invalid Vertex Index". Does anyone have the time to explain what could cause this error? I've googled it but have not found a satisfactory explanation as yet.
Knowing or understanding what I may have done to mess up the file will allow me to proceed with a little more confidence :)
Thanks to anyone who can help out
#2
One thing I did notice is that when using layers in Modo, that would fire up the same error but not consistently...sigh.
You're right though, it's something specific to Modo and how I'm using it. I've posted on the forums there but no one seems to know what I did to cause it.
My concern is that I'm doing something wrong and could do this again, hence my need to understand what's happening.
Modo 302 and Max 2009 running on a Mac intel system.
Thanks eb for the link... can't make heads nor tails of it but thanks :D
05/14/2009 (4:42 am)
Well eb, there are no settings on export (non presented anyway) and this is the first time I've run into the problem. I rebuilt the model (or the portions that didn't give an error) and everything is fine for the moment.One thing I did notice is that when using layers in Modo, that would fire up the same error but not consistently...sigh.
You're right though, it's something specific to Modo and how I'm using it. I've posted on the forums there but no one seems to know what I did to cause it.
My concern is that I'm doing something wrong and could do this again, hence my need to understand what's happening.
Modo 302 and Max 2009 running on a Mac intel system.
Thanks eb for the link... can't make heads nor tails of it but thanks :D
#3
..Either way..Modo is known to have issues with exporting..especially concerning the welding of UV verts and other small annoying miscellaneous things.
What are you using Modo for in your initial workflow ? ..broad shaping, broad sculpt ?
05/14/2009 (6:21 am)
I would imagine that Modo would have the capability to allow an OBJ export as Quad, Tris or Polygonal faced..but I suppose that I expect too much sometimes. ..Either way..Modo is known to have issues with exporting..especially concerning the welding of UV verts and other small annoying miscellaneous things.
What are you using Modo for in your initial workflow ? ..broad shaping, broad sculpt ?
#4
The exported *.obj file geometry is saved as Tris and of course, only excepts one UV map... which isn't so bad given that Torque takes one anyway.
I picked up Modo because I found the flow for building models suited my sensibilities but it also doesn't like a messy modeler. I'm improving :)
05/14/2009 (12:39 pm)
I'm using it for both really (if I follow your meaning). Character, props and level modeling.The exported *.obj file geometry is saved as Tris and of course, only excepts one UV map... which isn't so bad given that Torque takes one anyway.
I picked up Modo because I found the flow for building models suited my sensibilities but it also doesn't like a messy modeler. I'm improving :)
#5
You can move verts around, but you can't add or remove geometry without changing the vertex order.
Also, make sure "relative vetex numbers" is unchecked on OBJ export dialogue.
If you are getting the error importing into MAX, it is a problem with wherever you exported.
06/10/2009 (7:52 am)
Anytime you change the geometry in Max, it will change the vertex order. So, if you're popping into max for some tweaks, then exporting back into another app that is dependent on the vertex order you are in for trouble.You can move verts around, but you can't add or remove geometry without changing the vertex order.
Also, make sure "relative vetex numbers" is unchecked on OBJ export dialogue.
If you are getting the error importing into MAX, it is a problem with wherever you exported.
#6
I'm using FBX now for my export/sharing format with predictable results and fewer headaches over all. The pipeline continues to be refined :)
06/14/2009 (8:38 am)
Thanks Jeff. I haven't run into that problem again and I think it had to do with how the model was layered in Modo.I'm using FBX now for my export/sharing format with predictable results and fewer headaches over all. The pipeline continues to be refined :)
Torque Owner TheGasMan
G.A.S. [+others]
www.autodesk.com/techpubs/autocad/acad2000/dxf/vertex_dxf_06.htm
My guess is with the modo exporter...can you post a screenshot of the export options with the model on screen as well ? Please add the Modo version in your post.