Good to know some more of the in's and out's of this. I agree Turbosquid
should throw away obj and deliver a more uniform package option of
collada/fbx and additional platform specific formats dependant on content
and original creation platform.

MB



Den 21. februar 2015 kl. 00:29 skrev Matt Lind <[email protected]>:

> Softimage is all too guilty of this problem far too often.  Not just with
> .obj, but with dotXSI and most other supported formats as well.  I'm
writing
> a frickin' SI3D exporter now for this very reason as the ones supplied by
> Softimage don't work.
>
> I can understand and accept cases where an importer doesn't do a perfect
> job, but under no circumstances should it ever crash or corrupt the host
> application.  Data should be ingested and validated before attempts made
to
> use it.  This is a perennial weak spot of Softimage as far as I can
> remember.
>
> .Obj can be binary or ASCII, and the group option was to support CAD
(DXF)
> data back in the day.  later was used for shading groups, but as you
said,
> repurposed by many people for things like defining clusters or materials.
>
> Another area to check is the vertex normal data section.   The official
> format spec only supports 3 numbers per line as X, Y, and Z.  Some
> importers/exporters secretly stash an additional RGB triplet in there for
3D
> printing purposes as userdata to print textures as vertex colors.  If
> importers do their due diligence the extra data should be ignored and not
> cause any problems, but as you've clearly seen, most importers don't do
> their due diligence.  They make many false assumptions about the data
> leading to problems.
>
>
> Is there any strong reason why people still use .obj?  Isn't collada or
> another format more capable?   .Obj is a horrible format.  It should be
> retired.
>
>
> Matt
>
>
>
> Date: Fri, 20 Feb 2015 16:38:21 +0000
> From: "Ponthieux, Joseph G. (LARC-E1A)[LITES]" <[email protected]>
> Subject: RE: OBJ import problems
> To: "[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.
>

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