Product Chat / Model Importer for .obj files ????

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GoDevils
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Joined: 24th Sep 2014
Location: Arizona USA
Posted: 19th Aug 2020 01:33
I'm one of those using Blender to develop models for use in GG.

I've been exporting both an OBJ file and an FBX file from blender.

The texturing software I use (Armor) uses the Obj file format.
Once I output the textures, I use the FBX file with the
textures to load into GG using the importer.

It works but with one problem... The FBX file from blender (2.8)
loads into GG upside down. I've messed with most of the FBX
export settings without success.

The easy solution is for GG to accept .Obj files and eliminate the
need for the FBX file. If anyone knows a solution other than rotating the
model in blender before exporting the FBX file, I'd love to hear it.



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Belidos
3D Media Maker
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Posted: 19th Aug 2020 06:32
I've never had a that issue importing an fbx from blender, check your model in blender, make sure your rotation and scale is applied (select the model in object mode, press ctrl+A, and select rotation and scale) then export again and see if that helps.

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DVader
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Posted: 19th Aug 2020 11:08
It sounds as if it's rotated incorrectly to start with. The only issue like that I have seen with Blender is the texture being upside down, which is easy to fix either spinning the uv or the texture itself.

Obj files are solid and tend to work without problems for many programs, but they are static only so they will never replace fbx.
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GoDevils
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Location: Arizona USA
Posted: 20th Aug 2020 17:14
Thanks for the response...

I've tried both things. As for the textures I'm using a seperate application (Armor) to texture the OBJ files out of Blender. The only thing that has worked is when I set the origin point at the ground center rather than the center of the model. That said, even doing this I had the upside down problem.

My real question (@Lee) will we ever include .OBJ files in GG importer? OBJ files seem much more stable.
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Monkey Frog
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Posted: 20th Aug 2020 20:12
OBJ should not be more "stable" than FBX. It's just a file format. And, compared to FBX, is limited, too. OBJ can only be used for static objects and can only contain a single UV map (so only one "object" per OBJ ... unless they share the same UVs). FBX can contain animated models, multiple UVs, etc.

Your models should not be importing upside down. Are you certain you've set your transforms (CTRL+A, then select rotation and scale)? Also, when you export to FBX, are you selecting something like Y-Up, Z-Up, etc.? That can change the direction that the FBX will be when exported.
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GoDevils
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Posted: 22nd Aug 2020 17:21
@Argent_Arts
Dealing with the Rotation and Scale seems to have solved the issue. Interesting how learning modeling in Blender is a step by step process.

My suggestion was not to replace FBX, but rather add .obj to the importer. I use .obj because I use UDIMs (U DIMension) in Blender. This allows me to divide the models faces into separate UV units. The texturing program I use (Armor) will only recognize the UDIMs from an .obj file (not an FBX file). Makes texturing much easier

Thanks for all the help
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Belidos
3D Media Maker
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Posted: 22nd Aug 2020 19:24 Edited at: 22nd Aug 2020 19:26
Hmn thats odd, I thought obj didn't support udim.

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Monkey Frog
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Posted: 22nd Aug 2020 20:40
Quote: "Hmn thats odd, I thought obj didn't support udim."


The ArmorPaint docs specify that you use OBJ for UDIM currently. Apparently the developer has not yet worked it out for the other import formats. ArmorPaint is still beta, btw. It's a great program, though.
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