Hash Fellow robcat2075 Posted October 18 Hash Fellow Posted October 18 At Live Answer Time today we tried to import an OBJ that had more than one bitmap texture but only got a grey model. UPDATE: I believe @Fuchur 's comment below is correct, the OBJ isn't really made to use any bitmaps. It seems the bitmaps provided were only for the other formats the model was offered in like FBX. UPDATE II: @Madfox and @Ganthofer have had some success in modifying the files to make the OBJ apply the PNG decals. See below. Can anyone open this OBJ... either as a "Prop" or into a model... and get the textures to show? OBJ: 70-well_obj.zip PNGs: 25-textures.zip It should look something like this... Quote
Fuchur Posted October 19 Posted October 19 As far as I can see there is no mentioning of any texture files neighter in the MTL nor in the OBJ. (opened it in a text editor to search for it) Not sure about what this means, but I think there should be some filenames or pathes, right? Best regards *Fuchur* Quote
Hash Fellow robcat2075 Posted October 19 Author Hash Fellow Posted October 19 1 hour ago, Fuchur said: As far as I can see there is no mentioning of any texture files neighter in the MTL nor in the OBJ. (opened it in a text editor to search for it) Not sure about what this means, but I think there should be some filenames or pathes, right? Best regards *Fuchur* In my mind, the correspondence between these names in the MTL and the names of the PNGs suggested they might somehow be using the images. Quote
Hash Fellow robcat2075 Posted October 20 Author Hash Fellow Posted October 20 Rodney and I looked at that model last night and decided that @Fuchur is correct, I somehow downloaded the one OBJ on a free models site that didn't use decals! Quote
Madfox Posted October 22 Posted October 22 So if I understand it well the error is that the object file will or cannot load the textures to produce decals. I downloaded the file to see what was missing. ( and couldn't resist to do it myself) In the group folders are 6 subdirectories and only three respond. Of course I'm not sure if the textures can be added to the *.mtl folder, I downloaded a simmelar object in blender format. Blender has no problem to expose the texture. Only I haven't just enough effort to bind textures to the object file. In any case, AM returns them bland. The subject reminded me to an update project file from AM2005.V16.0. It was called ClothHashBash, an example to use cloth expression. In that days there still was an ftp site! I hope I don't spam the topic too much with my enthousiasm. ClothHashBash.mp4 mywell.zip ClothHashBash.zip 1 Quote
Ganthofer Posted October 23 Posted October 23 23 minutes ago, Madfox said: @Madfox I see you got the Decal/maps attached. Did you import the png files as images and the add a Decal to the matching groups manually in AM? @robcat2075 I played a little more with it also. I may have (or the AI query I used ) provided the incorrect command format for the MTL file. The correct additions to the MTL are: (although the normal map still doesn't import) The images files (at least the diffuse and specular) show up under Images and there are Decals in the Model Object with a Stamp that you can adjust the CP's on. After some searching, it seems that as long as the OBJ file Object has a list of "vt x.xxxxx y.yyyyy" entries (Vertex Texture index) the data is present to map an image onto it. There are numerus problems with the imported OBJ, but that I assume is normal due to the source OBJ and its triangle layout. Imported as a Prop with the modified MTL file also works, albeit with more issues. The well_lower group has all its normal inverted - with no way I can see to flip them on the prop. But only the roof renders with color, the middle and lower render mostly black with some white specs. 1 Quote
Madfox Posted October 23 Posted October 23 @Ganthofer The png files are already in the image folder. As I wrote in the Group editor are six groups. Only the 4/5/6 group attach the roof/midle and under part. So I used the first three to split up the other three and rigged with the decals the particular parts. @Robcat2075 Good to have a clearer site of how to attach the decals to them. I suspect they have a better placement than I could do. I'm surprised the decal attachement is that spot on. A great way to solve the decal missing objects! Quote
Hash Fellow robcat2075 Posted October 23 Author Hash Fellow Posted October 23 Hey, those are both successful-looking entries! @Madfox If I understand you correctly, you imported the OBJ into a model window, then manually applied the images as decals to various parts of the mesh? Or did you find a way to get them to apply themselves? @Ganthofer If I make your edits to the MTL, import the OBJ as a Prop, then delete the lower-specular and middle_specular images from the Images folder, the lower and middle groups will render with color. If I delete the roof_specular the black dots will disappear from the roof... So, it looks like the specular maps are being used but not properly in Props. Imported into a Model, I can drag the various normal maps into the corresponding Decal Images folder. If crank their percentage value they seem to add some nuance to the render... Quote
Madfox Posted October 23 Posted October 23 @Robcat2075 : as soon I discovered there were 3 groups atached and 3 not I used the empty ones to divided the other three. Then I just scribled the parts up with decals. A bit of a cosy way to fix the job. But it grabbed my attention as I had been suffering with this object /texture error for longer. Models don't really look good when they are decallled again, and it is a rather time consuming part. So I grabbed another object from the site and saved it in blender. After exporting it to Animation Master it indeed imported it, but with no decals. Then I changed the obj.mtl with a few changes and there was the model. As good decalled as possible. Certainly an enlighten for me as it works much more perfect than decaling with hand could do. Not sure what happens. Image can't be loaded. https://mad-red.com/animationmaster/ Quote
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