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Issue importing FBX


c.saccani
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I purchased the Pro version yesterday and have been going through the tutorials. So far, great experience; very intuitive and learning fast. However, I've got to 'Models and Animation' and seem to have hit an issue. Basically, Leadwerks won't convert the Tutorial FBX files (Controller / Torch and Sconce and Oil Barrel) into MDL. Instead, I get this error every time:

Error: Failed to load model "C:/Users/csacc/Documents/Leadwerks/Projects/Tutorial/controller.mdl".
Converting "controller.fbx"...
Converting "controller.fbx"...
File does not exist: C:/Users/csacc/Documents/Leadwerks/Projects/Tutorial/controller.mdl
Converting "controller.fbx"...

I exported a simple cube from Blender and tried to import > same error. Also tried a simple building from a free site > same problem. 

The FBX files show up in the Models folder but it seems they just won't auto convert.

Any advice or support would be much appreciated.

 

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Unfortunately this sounds like it might be very specific to your machine (I don't recall anyone with this issue before - but maybe I missed it). I can only suggest things to try and determine if that is indeed to problem and then to try to narrow down what might be the original cause. I personally have imported FBXs all the time over a number of years and different versions of Leadwerks and different computers (laptops and desktops) and I don't recall seeing this issue

Try the following:

  1. Try a different machine - I know completely unhelpful if you don't have another machine, but if you do give this a try and report back on if the other machine does happen to work
  2. You can try an older version of Leadwerks in steam if you go into the beta tab.  I suspect this won't fix it but it's quite a quick and easy test.

 

 

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This is a strange one. There are different versions of fbx but the models you mention should convert. For what its worth , there is a mdl format available for blender. Not sure where.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

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Thank you for your response. I agree, seems it could be my laptop as the Tutorial FBX files should be the correct format. At least it's not a known bug or glitch. I'll try another laptop. This one's got a 225GB SSD and the "This PC > Documents > Leadwerks (Backup / Projects / Screenshots / UI + Leadwerks.cfg)" automatically install to there, whereas my steamapps common folder is on D - do you think this might be the issue? Could I simply cut and paste (or copy) the .cfg folder onto D instead? I've re-installed a few times but it automatically installs there unfortunately. Integrity of files through Steam all OK etc. so I'm puzzled. I also looked to see what my system had listed as the default programs for FBX and MDL; MDL isn't listed so I couldn't associate Leadwerks with it. FBX defaults to Windows 3D viewer. Unsure whether I should change that - seems quicker than opening files up in Blender for a quick view but I don't know? It's a real pity because if I can't get these FBX files in, then the whole thing is a bit pointless. I've started to look at CryEngine and, the unfortunate thing is the Leadwerks tutorials have actually made me understand how CryEngine works but at least the 3D models work in that - I just didn't want to go down that commercial route as Leadwerks seems a bit more leftfield and I wanted to support the cause. I don't object to paying the money but, annoyingly, looks like I'll have to try an alternative if I can't work out the root cause. My other laptop is purely for my music production so I'll only be installing on there as a litmus test then removing.

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Could be something to do with different things on different drives but I have my various bits in different locations.  My steamapps with Leadwerks is on D, my user data is on C and my Leadwerks are on various other drives such as E .  

I know when creating projects in Leadwerks it wants to put them in my User space in My Documents (I think) but I always specify a different folder such as E:\WORK\Leadwerks or whatever on an alternative SSD drive.  Doesn't seem to have a problem when I create a project where I specify if you think this may have thrown it out.

My Leadwerks.cfg remains in my user space as I think you are saying too.

Could be Leadwerks is generating some additional logging information that might help you.  It should appear inn User\<USERNAME>\Documents\Leadwerks.  It will likely be showing similar information to what you should see in the editor at the bottom but it might have something extra, or be easier to see it all in this log file.

Worth persevering a bit more.   If have some possible info on the likely cause then and it is something Josh (the software) author can do something about it then it may well get fixed rapidly. 

It is common that issues that can be reproduced by Josh are fixed pretty much immediately (or it seems that way to me) and are pushed out to the beta branch (available in steam).  It would be important that Josh can reproduce of course. 

If you have some good info I would recommend a direct message to Josh via the forums. 

BTW: Your test of the blender cube export via FBX is a good one and should have worked.  I exported a from Blender all the time.  It may be possible to export from Blender from an FBX version that Leadwerks does NOT understand (as one problem with FBX is the various binary and text versions that exist now) but I regularly export form Blender in FBX with the default version it specifies without problem.

 

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Again, thanks so much for your help with this, I know it's a needle in a haystack.

OK, some further tests from my side.
Downloaded the MDL Exported addon for Blender.
Exported the Blender default cube, the Controller model FBX from the tutorial, and also another FBX model as MDL.
Manually copied the MDL files into the models folder (obviously with Leadwerks closed).
When I opened the project I now received a MS C++ Runtime error as below. 

Microsoft Visual C++ Runtime Error!

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

Microsoft Visual C++ Redistributable Package
____________________________

So, I uninstalled the Microsoft Visual C++ Redistributable Packages and reinstalled with a reboot.
Uninstalled Leadwerks and did a reboot.

Installed Leadwerks, Verified the files within Steam and got the below!

Install under
D:\SteamLibrary

Blank Project > name Test in C:/Users/csacc/Documents/Leadwerks/Projects (the default path)
Create subfolder ticked

Error straight away this time:
Error: Failed to load map "C:/Users/csacc/Documents/Leadwerks/Projects\Test/Maps/start.map".
Loading map "incbin::default.map"...
Loading material "C:/Users/csacc/Documents/Leadwerks/Projects/Test/Materials/Icons/directionallight.mat"...
Loading shader "C:/Users/csacc/Documents/Leadwerks/Projects/Test/Shaders/Editor/sprite.shader"...
Loading texture "C:/Users/csacc/Documents/Leadwerks/Projects/Test/Materials/Icons/directionallight.tex"...
Loading shader "C:/Users/csacc/Documents/Leadwerks/Projects/Test/Shaders/Lighting/directionallight.shader"...

Exited without saving to check This PC>Documents>Leadwerks>Leadwerks.log
Leadwerks.log is blank
______
Luckily, I copied the last log file before this re-install and have attached in case it sheds any light on the matter.

My specs by the way are:
Dell Inspiron 7570
Intel i7-8550U @ 1.8-1.99 GHz
8GB RAM, 65 bit Win 10
NVIDIA GeForce 940MX

I've not had it long and there isn't much on it and runs well.
This is the first glitch I've faced.

Leadwerks.log

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Hmm I was going to suggest it could be related to the specs of the 940MX but it looks like it suggests OpenGL 4.5 so I think that should be fine. I have run Leadwerks on a few mobile chipsets and was fine too.

 Not too sure about causes yet.

Would suggest trying a version a few back if you hadn't using beta tab. If it happened to work without problem then Josh might know what cause might be given changes in between and the type of error here. However given your situation I think I would expect stepping back not to work.

Another thing to try is create a project with either or both the Marble Game project and the First-Person Shooter projects.  If they both work then Leadwerks is probably mostly working and the issue is limited to just this area of model handling or new models and the scope may be narrow enough that Josh has a good idea about a possible cause and solution for you to test if you contact directly.

 

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Urm. Reverting to 4.1 seems to have worked somewhat. Getting a few load errors about TEX textures depending on the model I've imported but all the Tutorial FBX assets have imported and converted to MDL smoothly. I'll try stepping up versions until I know what works well. Thank for your suggestion. Before I go, can I also ask, re. C++ redistributables - seems I now only have 2013 x64, 2017 x64, 2017 x86. Should I also download the legacy versions e.g. 2005 etc. and also do I need Visual Studio? And... is it worth notifying Josh about my original issues in case it helps him polish up a few bugs? Thank you for your help though. I really don't want to have to use CryEngine and Unreal - seem a bit bling bloatware to me and I'm really into the idea of learning to build a lot from scratch although I'll probably be 189 by the time I get anything even moving!

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17 hours ago, c.saccani said:

And... is it worth notifying Josh about my original issues in case it helps him polish up a few bugs?

Personally I'd probably let him know, though I'm not sure there's a clear way to replace.

There were recent changes in model imports being discussed, relating to some new more portable format  gltf or something (probably got that wrong).  Not sure if those changes are actually on the standard release.  I'd expect them to be on the beta branch but not sure.  Anyway, you could be you're getting hit by a legitimate but rare bug only recently introduced and may be easier to locate and fix when Josh has recently been in this area.

 

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  • 2 weeks later...
  • 3 weeks later...
  • Solution

These files are required for the FBX converter:

MSVC++ 2012 runtime redistributables:
https://www.microsoft.com/en-us/download/details.aspx?id=30679

MSVC++ 2008 SP1 runtime redistributables:
https://www.microsoft.com/en-us/download/details.aspx?id=11895

Select and download vcredist_x86.exe in both cases.

Ultimate Unwrap 3D: http://www.unwrap3d.com

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