Another thing, I imported my model into the asset library, and it seemed ok at first. But then why do I get an error when I try to drag it into the environment?
Thanks for the questions - you are not the first to ask us this, just one of the first to do so on the forum...
This is one of those issues that can be caused by more than one thing, so I will try to go through several of the potential causes for you. So as not to create a VERY long post, I will break into several responses...
1. ORIGIN - If your model was created some distance away from the origin (0,0,0) in the external modelling package such as 3ds Max or Maya, when imported into the Mycosm viewport and placed "at original coordinates", it will appear in the same coordinates as the 3d modelling package. Unless you require the model to be specifically far from the origin, ie UTM coordinates or similar, it is advised to always place your model at (0,0,0) and ensure the transform has been reset prior to export.
2. SCALE - This is the big one... pardon the joke. It is a very simple issue that can occur because of different standards for modellers everywhere.
If your model is very big - greater than 100m in length for example - and was created using system units of mm, cm or inches, it is possible that the model is extremely large when imported into the Mycosm viewport.
This is because Mycosm ignores unit settings, and only reads the NUMBERS associated with a mesh, not the modelling system units. That is, if your model is 10m long and was modelled in mm, it will be 10,000mm long. A model exported using this measurement in Mycosm will read as 10,000 units iun length when it imports.
3DS is an older format and is widely known to have limitations, such as a maximum of 64k faces in any one mesh. Some texturing information can be lost when exporting with 3DS due to file names and a lack of support for some of the procedural settings, causing your model to appear differently to how it should from your modelling package. If this is the case, it might help to provide a specific example of a model where this has occurred.
Note that when exporting FBX models, there are many settings that you can define prior to export - such as animations, cameras, lights etc. The Autodesk Media & Entertainment default settings are usually fine, as Mycsom does not import the ligths or cameras (it just ignores them). Of course using FBX is the only way that you can export an animated model and playback those animations in Mycosm, so if you require animations it is necessary to leave that box checked when exporting FBX.
4. FBX EXPORTER - There have been some known (and some unknown) bugs with FBX exporters in recent times that can cause errors with models when exported from one package to another. Autodesk regularly update the plug-ins for their products, and this is true for the FBX exporter plug-in for 3ds Max.
5. GEOMETRY - It has been our experience that sometimes models exported from CAD packages (such as SolidWorks and Revit, for example) will have very complicated geometry that will open in 3ds Max but not in Mycosm.
Some CAD platforms may use pre-packaged 3d meshes within their own libraries, such as door frames and windows for example. Theseoften caontain more faces/verts than is required to visulaise a simple model.
On occasion we have had to manipulate a model in 3ds Max first by removing some faces or verts that are unnecessary, or multiple faces that occupy the exact same space. This should only be done if high detail is not required and does not cause a loss of accuracy in the mesh.
The issue may also be something as simple as resetting the transform of your model. It is worth checking any geometry obtained from an external source prior to exporting into Mycosm.
6. MEMORY - It is possible to have a model that is so complex in terms of geometry, and/or there are many large textures applied to it, that your video memory is unable to load the model in the viewport. This would be very rare, and on a modern PC would have to be a model with many millions of faces and several 8k textures to be too much for your video card to handle.
This may also occur if you already have a very complicated scene - such as a highly detailed terrain with multiple texture layers, several other models, lights etc - and you try to import a very complex model into your environment.
The FPS figure in the top left of the viewport is usually a good indicator of video performance - if this figure drops below 10 it is usually a sign that you are starting to really reach the limits of your system's capability.
These are a few of the reasons that you could be having difficulty importing a model. It is a good idea to follow a simple few steps to ensure what you expect to see in Mycosm is in fact what you see when the model is imported into the environment. Prior to exporting you should:
- Check the units of your model - for example, if it is 10m long, make sure the system units are set to metres and not mm, so that the model will be 10 units long in Mycosm and not 10,000. - Unless needing different coordinates, place your model at (0,0,0) - Reset the transform of your model - Collapse any modifier stack / history you have (except for Skin or Morph Targets/Blendshapes as they are needed for animations) - Ensure you have the latest format plug-ins for your modelling package
I apologise for the length of these answers, and hope this helps you import your models as you wish!
I'm trying to import a SketchUp model, and have exported the same file to both 3DS and FBX. When I go to the Models section, right click on models I find the 'add an asset' command and select it. I can see the file in the list, I pick it, add a tag, and select 'ok' and nothing happens. I should see the model in the list, but I have to exit Mycosm, and restart it before I can see it in the list. When I right click on the file and attempt to insert it I get an error message. Thoughts?
Comments
Thanks for the questions - you are not the first to ask us this, just one of the first to do so on the forum...
This is one of those issues that can be caused by more than one thing, so I will try to go through several of the potential causes for you. So as not to create a VERY long post, I will break into several responses...
1. ORIGIN - If your model was created some distance away from the origin (0,0,0) in the external modelling package such as 3ds Max or Maya, when imported into the Mycosm viewport and placed "at original coordinates", it will appear in the same coordinates as the 3d modelling package. Unless you require the model to be specifically far from the origin, ie UTM coordinates or similar, it is advised to always place your model at (0,0,0) and ensure the transform has been reset prior to export.
If your model is very big - greater than 100m in length for example - and was created using system units of mm, cm or inches, it is possible that the model is extremely large when imported into the Mycosm viewport.
This is because Mycosm ignores unit settings, and only reads the NUMBERS associated with a mesh, not the modelling system units. That is, if your model is 10m long and was modelled in mm, it will be 10,000mm long. A model exported using this measurement in Mycosm will read as 10,000 units iun length when it imports.
3DS is an older format and is widely known to have limitations, such as a maximum of 64k faces in any one mesh. Some texturing information can be lost when exporting with 3DS due to file names and a lack of support for some of the procedural settings, causing your model to appear differently to how it should from your modelling package. If this is the case, it might help to provide a specific example of a model where this has occurred.
Note that when exporting FBX models, there are many settings that you can define prior to export - such as animations, cameras, lights etc. The Autodesk Media & Entertainment default settings are usually fine, as Mycsom does not import the ligths or cameras (it just ignores them). Of course using FBX is the only way that you can export an animated model and playback those animations in Mycosm, so if you require animations it is necessary to leave that box checked when exporting FBX.
It may be possible that updating the exporter for your modelling package may correct faults you are seeing (or not seeing) with FBX models. The plug-in updates for 3ds Max are available for download from http://usa.autodesk.com/adsk/servlet/pc/item?id=10775855&siteID=123112
Some CAD platforms may use pre-packaged 3d meshes within their own libraries, such as door frames and windows for example. Theseoften caontain more faces/verts than is required to visulaise a simple model.
On occasion we have had to manipulate a model in 3ds Max first by removing some faces or verts that are unnecessary, or multiple faces that occupy the exact same space. This should only be done if high detail is not required and does not cause a loss of accuracy in the mesh.
The issue may also be something as simple as resetting the transform of your model. It is worth checking any geometry obtained from an external source prior to exporting into Mycosm.
This may also occur if you already have a very complicated scene - such as a highly detailed terrain with multiple texture layers, several other models, lights etc - and you try to import a very complex model into your environment.
The FPS figure in the top left of the viewport is usually a good indicator of video performance - if this figure drops below 10 it is usually a sign that you are starting to really reach the limits of your system's capability.
- Check the units of your model - for example, if it is 10m long, make sure the system units are set to metres and not mm, so that the model will be 10 units long in Mycosm and not 10,000.
- Unless needing different coordinates, place your model at (0,0,0)
- Reset the transform of your model
- Collapse any modifier stack / history you have (except for Skin or Morph Targets/Blendshapes as they are needed for animations)
- Ensure you have the latest format plug-ins for your modelling package
I apologise for the length of these answers, and hope this helps you import your models as you wish!