| Poster | : TekuConcept | | Posts | : 19 | | Country | : United States | | City | : Alpine |
| | | | Posted by TekuConcept on 01/02/2009 at 21:49:57
| | I have exported the maya (2009) model in multiple fbx ways and have gotten it down to one error i'm stuck on. The book says to put the image with the model (in the same folder) but every test comes with a missing resource error. Am I missing something or am I exporting it wrong?
Error 1
Missing asset:
"C:UsersOwnerDocumentsVisual Studio 2005ProjectsMaya ProjectsFutureStyleimages
skylight-heightmap.bmp".
C:UsersOwnerDocumentsVisual Studio 2005ProjectsCar_SimulatorCar_SimulatorModelsTrack_1.fbx
Car_Simulator
Images of the model:
http://www.freewebs.com/moderntechnology/apps/photos/ | |
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 14/04/2010 at 21:02:58
| | May be no I think assets is write in fbx model,
when you exporting it. So the path is depends on folders? where you have youre textures and this is not the default project folder. | |
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| Poster | : Apples | | Posts | : 8 | | Country | : usa | | City | : |
| | | | Posted by Apples on 26/10/2012 at 21:54:38
| | in VS double click the fbx model,
click ctrl F to open search, type "RelativeFilename:" press enter, it will display the location its supose to be in. example "texturesma.jpg". in my case i simply created a new folder in content, named it textures, then added the same image i used for blender to that folder, and Pooof! it worked great.
then i had a second error..
"Error 1 Invalid texture. Face 0 is sized 450x450, but textures using DXT compressed formats must be multiples of four."
To fix this i simpley resized the canvase of the image to a square even, for example in my case i sat it to 600x600.
I hope this helps others who is having issues with this sometimes ;)
-may the power of getting ritch with our 3d games not go to our heads ;)
-MadApples
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| Poster | : MadApples | | Posts | : 4 | | Country | : | | City | : |
| | | | Posted by MadApples on 26/10/2012 at 22:51:42
| | I realize this is a question from 2007(5 years ago), however i just wanted to add my input anyways.
I dont think origin is your problem, you see your using sphers for your xwing, wich meens its a circle around your ship. there will be space in the bounding sphers below, and abouve your ship, wich is dead empty space.
There is 3 ways to fix this,
one is to make the sphere radius smaller allowing less space below and top of the ship in the bounding sphere.
two is to make it a bounding box instead, however you will have to update the center point to the location of your xwing model as you move, and doing this youll need to calculate a few things first.
or third you can loop thrue the mesh objects , and creat the new locations based on the bounding sphers locations in the mesh, There are examples of this in google.
Either way, that is why your model is abouve the platform a bit ;) hope this answers future questions about this.
-MadApples | |
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| Poster | : MadApples | | Posts | : 4 | | Country | : | | City | : |
| | | | Posted by MadApples on 26/10/2012 at 22:52:32
| | | Wooops sorry i posted in wrong spot, disregaurd last post i just did abouve this message.. sorry LOLOL | |
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