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FBX import problem


Devin Johnston
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I set up my scene using the FBX linking in Max, I have a Sketchup file that I'm exporting the FBX from. Sketchup can successfully export the file but when I got to update the FBX in max several major pieces of the building are missing. If I just import the FBX without the linking the whole building is there so there's obviously a problem in the linking process. I'm looking for any advice on how to get this to work, I've got a presentation due today and I really need to get this thing working....please help!!

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I've ended up turning a lot of inconsequential geometry off reducing the size of the model, now it will import. I guess Max has a limit on the number of objects it can import through FBX, I know .3ds has a similar problem. You'd think by now they'd have figured out how to make this linking stuff work better than it does.

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If you are using the latest version of Max and Sketchup, you can import directly a Sketchup file in to Max.

The main problem with Sketchup files are the nested organization of their group/components. I believe is not Max problem, because I have the same issue with other 3D apps. The way Sketchup divide the geometry when is part of a group or component is not traditional for other 3D app, for instance, you can have one cube that is a group, but only one face can be part o other component or group and they both can be in separated Layers.

Other 3D apps a mesh can't be separated that way, and that create many problems.

I always purge everything, check groups and component as much as possible, sometimes I even explode some groups and then the problem is gone.

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Yes, before exporting I always, check flip faces, textures and purge the scene, materials and styles, I even delete the scenes.

My main exporting options are, direct import, then Collada and 3ds. If I don't care about lines I do a 3ds export, is mesh is too big for 3Ds, I try direct import, is there is troubles, I try Collada.

Collada is the way Max import Sketchup any ways.

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