Thank you for the elaborate answer Joey. It helps to understand what these
flags mean. The problem with reviewing the file in text format is the sheer
size - it takes ages to inspect.

Morten




Den 20. februar 2015 kl. 17:38 skrev "Ponthieux, Joseph G.
(LARC-E1A)[LITES]" <[email protected]>:

> 
> 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
> > > 
> > > 
> > > 
> > > 
> > > 
> > > 
> > > 
> > > No virus found in this message.
> > > Checked by AVG - www.avg.com <http://www.avg.com>
> > > Version: 2015.0.5646 / Virus Database: 4284/9143 - Release Date: 02/19/15
> > > 
> 
> 
> 

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