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#1
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are your textures included with the model?
maybe it reads the texture from a reference, try to export without a texture and apply it into vizard, unfortunately i dont use 3ds max here, i use the way above with obj files from maya and for 3Ds format i use "deep exploration" |
#2
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Is the model file in the same directory as the Vizard script?
Can you post the Virtual Path of the model and texture files that appear in the asset list? |
#3
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Hi - the model file (PenycloddiaTrial.obj) is in the Vizard Resources folder, along with the texture - see attached files showing virtual path for both. The Vizard script is in a subdirectory of the Vizard examples folder. On previous occasions this always seemed to work fine and it still does, with the exception of the executable.
The attached are for a much simplified version of the model with only one simple part of the whole model and one texture (Ground2) for which I am seeing the same problem. If in this case I attach the texture with viz.addTexture within the script (as Dwaik suggested) then it does work ok but the model has many subcomponents and it would be a pain to add import them all and add the textures individually. Because of this I thought it may be something in the way I am exporting the obj file from 3DsMax - though I haven't changed any settings and I cannot see why Vizard would see it in Step 1 of the Save to Executable but then lose the texture on step 2. I am still sure that it is something really simple and obvious but at the moment I am just going slowly mad!! Thanks for any help The simplified script is:- import viz viz.go(viz.FULLSCREEN) env = viz.add(viz.ENVIRONMENT_MAP,'sky.jpg') sky = viz.add('skydome.dlc') sky.texture(env) Penycloddiau = viz.add('PenycloddiauTrial.obj') Penycloddiau.scale(0.0018,0.0018,0.0018) Penycloddiau.translate(50,450,0) Penycloddiau.setAxisAngle( [0, 1, 0 , 23] ) Penycloddiau.appearance(viz.DECAL) #Penycloddiau.add(fadeout) #Penycloddiau.disable(viz.INTERSECTION) view = viz.get(viz.MAIN_VIEWPOINT) view.translate(50,500,-250) |
#4
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if your textures are embedded within the obj, the obj keeps a link on texture, i had that problem before, and i fixed it by apply textures in vizard if the number of texture is not huge or by exporting the model into 3Ds format
hope that helps |
#5
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Hi dwaik - thanks - yes, your method does work but there are a lot of models and trextures - the model has too many fces to save as a 3ds file. Also, the whole model is resized and translated in Vizard. If I input all of the parts of the large model as individual small models so that I can apply the textures within Vizard the centre of each model will be different to that of the overall model and I will need to re-calculate all of the translations! I did hope that I may be able to apply the textures to the model children, but the obj file doesn't appear to have any children.
Unless anyone comes up with a possible fix I think I am either going to have to use the method you suggested (and re-calculate the transformations of each model) or try and reduce the face count to save it as a 3ds. Many thanks |
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