parts of object import not visible in viewport

This has been working on my nerves for the last few hours. Tried various options and variations of settings, new scene file, etc.

I'm importing a Blender FBX model but some of the objects are not visible in the viewport. They're all visible in the scene manager, the opacity on all surfaces is 100%. If you hover over the object you can see the ghost image as normal for some of the invisible items.

I tried OBJ export which brings everything across but not in their right locations as in blender and that's why im now using the FBX because it imports alll sub objects in their correct positions as in the original Blender except i cant see the damn things :-/

Files available here

https://drive.google.com/drive/folders/1_B-FOoRQpii26T6DB-71KRnV1CtRCtPe?usp=sharing

TIA

Comments

  • jdzoskajdzoska Posts: 1

    HI

     

    I'm inporting a Blender OBJ but some of the models are not coming thru in their correct positions. I've tried Blender options in the export, applied all transformations, etc and also tried inverting directions in the DAz import but they just won't match the Blender positions. 

    Files available here as I couldn't attach to form for some reason.

    https://drive.google.com/drive/folders/1_B-FOoRQpii26T6DB-71KRnV1CtRCtPe?usp=sharing

     

    Thanks

  • Richard HaseltineRichard Haseltine Posts: 100,772

    Merged the two threads since they are about the same items.

    Using the modo preset seems to give the same general item size as the FBX, have you tried that? I can't get Blender to open (or, nore to the point, I can't get the window to show though it is there in miniature when the mouse hovers over the taskbar button) so I can't see exactly what it should be yielding.

  • felisfelis Posts: 4,309

    The reason why an obj might fail, is the objects in your model has different origin.

    If I set all to world center it imported fine in Daz Studio.

  • BejaymacBejaymac Posts: 1,886

    File "mug Wall.FBX" loads eight components, the four "Holds" are several hundred meters from the center of the scene, which is why you can't find them.

     

    File "mug Wall.OBJ" loads one mesh, all the components are treated as mesh groups instead of seperate mesh.

     

    The import plugins in DS expect the internal code sections of the files to be in a specific order, 99.9% of the time FBX and Collada files aren't in that specific order, resulting in all manner of weird crap loading into DS.

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