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  • ๐Ÿ‘‹ Hi, Iโ€™m @heksesang
  • ๐Ÿ‘€ Iโ€™m interested in functional programming
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libm3's Issues

ObjConv crash

Hello

On my computer (windows 7), ObjConv crash, without giving message.

So I downloaded sources and Debug it.

I tried with Barracks.m3

Here is the bug :

in Model::Convert(std::string filename), when "Write geosets"
views->regions.nEntries = 1965
regions[0].ofsIndices = 2322
regions[0].nIndices = 1
regions[1].ofsIndices = 2
regions[1].nIndices = 0
regions[2].ofsIndices = 20
regions[2].nIndices = 0
regions[3].ofsIndices = 0
regions[3].nIndices = 0
regions[4].ofsIndices = 0
regions[4].nIndices = 39
regions[5].ofsIndices = 2058
regions[5].nIndices = 0
regions[6].ofsIndices = 3217758457 <== WTF ?!
regions[6].nIndices = 1075667942   <== WTF ?!

Are all numbers false? Or just the 6th?
I'll try to debug it when you answer me

thanks in advance

Richard











Original issue reported on code.google.com by [email protected] on 26 Apr 2010 at 10:46

cant read obj file

What steps will reproduce the problem?
1. export the storymode characters from SC2 to m3 format.
2. Use the Objconverter
3. Try to open obj file in maya2009 only to get line error and nothing gets in 
to the scene.

What is the expected output? What do you see instead?
expected: Shading error
instead: Wrong geometric vertex index 21070 in OBJ file line 1 (or something 
like it

What version of the product are you using? On what operating system?
ObjConv 1.0 - 1.5, Windows xp

Please provide any additional information below.

It cant read the Obj files for some reason, after giving a warning upon import 
of obj file to maya2009 nothing appears, the error is shown in the output 
window and nothing appears in to the scene, not even a trace of a object even 
entering the scene.

Original issue reported on code.google.com by [email protected] on 13 Dec 2010 at 3:03

Normals are wrong?

This is great app, but the normal tags are being imported wrong for me, I am 
using Cinema 4D 11

Maya 2010 wont import it either, the normals are wrong AND it merges 
everything into one mesh, see second attached screenshot.

Otherwise this is superb :-)

Original issue reported on code.google.com by [email protected] on 7 Mar 2010 at 10:27

Attachments:

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