Look deeper in the files. Compare the “group” command with those files that 
don’t work. To do this search for the “g” command. Does the information 
following them differ greatly? Are there any “g” commands at all? Some 
exporters format the obj in such a way that it can import what it exports just 
fine, but other exporters may adhere to a more strict interpretation (or less 
strict) of the OBJ spec. Are there any commands other than v, f, or g?

If you know what you are doing it can be as simple as adding or removing those 
commands as needed, or not needed, by the target importer. If there are no g 
commands in the offending file try adding one to the file. They are usually 
inserted after the vertices and before the face declarations (but it is not 
restricted to that organization).

Everything will depend on the “nature” of the importer. The only way to know 
the true “nature” of your importer is to find one file that works and hack the 
other files to match it. Omit anything superfluous (smoothing groups, 
materials, etc) from the offending file until it starts to adhere to the same 
structure as the file you know works. Things like smoothing groups etc you may 
want Soft to rebuild anyway as approximation.

I seriously doubt that the decimal point values will have any adverse effect. 
You are looking for things that the importer was simply not written to 
recognize. Or add things it requires. Either commands or command structure.   
Obj can support curves, surfaces and host of other things but you rarely see 
that anymore, its mostly facet data.

The issue with groups is kind of weird. I think the “g” group was originally 
intended as a way of managing shading groups. You will typically see “g” 
followed by a usemtl statement for example. But a lot of developers repurpose 
it as a group in the traditional sense to form hierarchies or facet groups. I 
think TAV users used it that way as well adding to the confusion. Soft gives 
you the option to import these groups as shading clusters or objects for 
example.

Ultimately all you probably want from the file is the vertices and faces. 
Theoretically you could delete just about everything except the v, f, and g 
commands and clean up the file post import.

The problem is not restrictive to Soft. Maya had multiple obj importers even 
when it first arrived. One came standard and another came as part of the cad 
connect package I think. If one failed you would try the other. And to my 
knowledge no one has ever created a reliable material library converter for obj 
into Maya that can support the entire mtl spec.

If an obj is significantly clean and compact, there is no reason for it to fail 
unless the data was written in a nonstandard way that only that exporter 
understands or an otherwise valid command is present that the other importer is 
simply ignorant of.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__________________________________________________
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: [email protected] 
[mailto:[email protected]] On Behalf Of Morten Bartholdy
Sent: Friday, February 20, 2015 7:13 AM
To: [email protected]
Subject: Re: OBJ import problems


Thanks for pointing that out Rob - I had forgotten about that tool :)



I have seen my fair share of bad models from Turbosquid too, but her ewe are 
talking about 4 different models from different modelers - the common 
denominator is I can see in the obj file (in Wordpad) that it was created with 
DeepExloration, and when I compare a file from Turbosquid with the same 
imported to and from Maya as obj, the Maya one has 6 decimals while the 
Turbosquid one has 5. I don't know if this can throw off the Soft importer, but 
stranger things have occured.



Morten









Den 20. februar 2015 kl. 11:08 skrev Rob Wuijster 
<[email protected]<mailto:[email protected]>>:
What about the AD FBX converter? It can open fbx, obj and 3ds afaik, and 
convert into fbx.
Might be the simplest way to go?

And it doesn't have to be the obj importer, I've seen my share of crappy models 
from Turbosquid ;-)



       Rob

       \/-------------\/----------------\/


On 20-2-2015 10:44, Morten Bartholdy wrote:

I have purchased a number of models at Turbosquid and was relying on importing 
obj versions into XSI. The problem is these obj's hang Soft (2013 SP1) - trying 
to use Mudbox as intermediate converter reveals that Mudbox can't open them 
either - what's up with this? Maya however opens them fine, so I can export 
them as fbx from there.



So I have a workaround, but after exporting an obj from Maya which I can open 
in Softimage I am thinking if there is a way to fix the Turbosquid versions so 
Soft will like them? I just installed the guruware obj importer which does the 
job, so obviously there is a problem with the native obj IO module in Soft :/



Morten













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