darth rexie Posted July 20, 2020 Posted July 20, 2020 Alright so I have an annoying problem. I'm using blender 2.79 along with the 2.79+ plugin but I'm still getting an error message when trying to export saying I need to split the head at the UV seams. I thought this wasn't necessary anymore with the new exporter?? If there's a reason this is happening I would like to know how to fix it for future reference.
ooeJack Posted July 20, 2020 Posted July 20, 2020 Hiya Darth Rexie! It's saying that a section of the head_face mesh still has uv coordinate issues (multiple UV vertices when selecting 1 vertex along the seam). You gotta find the trouble spot and edge split it, I believe. Good luck! Jack
mrwonko Posted July 20, 2020 Posted July 20, 2020 2.79 is not the latest version. There's a newer one for 2.80 here on JKHub: And the version on Github is for 2.81, according to its readme
darth rexie Posted July 21, 2020 Author Posted July 21, 2020 On 7/20/2020 at 3:33 AM, ooeJack said: Hiya Darth Rexie! It's saying that a section of the head_face mesh still has uv coordinate issues (multiple UV vertices when selecting 1 vertex along the seam). You gotta find the trouble stop and edge split it, I believe. Good luck! Jack Alright, thanks
darth rexie Posted July 22, 2020 Author Posted July 22, 2020 On 7/20/2020 at 11:34 AM, mrwonko said: 2.79 is not the latest version. There's a newer one for 2.80 here on JKHub: And the version on Github is for 2.81, according to its readme I tried downloading 2.8 but it caused blender to crash upon startup every single time! I had to uninstall and try 2.79
darth rexie Posted July 22, 2020 Author Posted July 22, 2020 Ok so the UV seam issue is solved, but now I'm having another problem: I'm getting an error message saying "could not load surface [object name] (LOD 0) from blender: no UV coordinates found!". Everything is unwrapped and mapped. I tried removing doubles and deleting loose vertices but there were none. I tried unwrapping again, which seemed to work for a couple objects but not for others. To be honest I'm kinda confused about what exactly the issue is. Sorry for all the questions, I'm just trying to get this dang model out of blender!!
Ramikad Posted July 22, 2020 Posted July 22, 2020 The only thing I can think of that could cause this error would be that you just selected part of the mesh and unwrapped only that part. Make sure you select everything in the mesh (press A until everything is selected in Edit Mode) and try again. Other than that, I don't know.
darth rexie Posted July 22, 2020 Author Posted July 22, 2020 Just now, Ramikad said: The only thing I can think of that could cause this error would be that you just selected part of the mesh and unwrapped only that part. Make sure you select everything in the mesh (press A until everything is selected in Edit Mode) and try again. Other than that, I don't know. Ok, thanks for the help
ooeJack Posted July 24, 2020 Posted July 24, 2020 If that's not it, then it may be because there is a loose vertex around somewhere that is not apart of/not connected to the main mesh. You'd need to find the loose geometry and either remove it or unwrap it/fix it to be in working order. One way of finding it would be to go to Edit Mode, Face Select, select some faces and hit CTRL + 'L' then 'H' to hide all faces. Do that until all your faces are hidden, then go to Vertex Select and hit 'A' to select all vertices that were not selected with your Face Select. That should show you where you got vertices that are not apart of your main mesh. In Edit Mode, hit ALT + 'H' to un-hide the mesh you hid by using 'H'. I hope this helps! Let us know how it goes. :) Jack darth rexie likes this
darth rexie Posted August 4, 2020 Author Posted August 4, 2020 Alright, so the problem was that I had deleted the faces/vertices of an object but not the actual object which is why I was getting the message about the UV coordinates. Fixed that, exported the model, and it was working fine but I decided to work on it some more. I went to export it again last night, but got a traceback error message which I have NO idea how to interpret: Can anyone help? Thanks
Ramikad Posted August 5, 2020 Posted August 5, 2020 Didn't that happen when you try to export a .glm in Edit Mode instead of Object Mode? Can't remember exactly.
AshuraDX Posted August 5, 2020 Posted August 5, 2020 That's a python exception, something caused the exporter itself to crash. @Cagelight another "try block" to prevent this should be added to the code.
darth rexie Posted August 5, 2020 Author Posted August 5, 2020 Probably not, considering I'm not in edit mode
darth rexie Posted August 6, 2020 Author Posted August 6, 2020 On 8/5/2020 at 4:41 AM, AshuraDX said: That's a python exception, something caused the exporter itself to crash. @Cagelight another "try block" to prevent this should be added to the code. So is there anything I can do to be able to export it? Or am I just out of luck?
Ramikad Posted August 6, 2020 Posted August 6, 2020 Not sure it will fix this, but try copying all that stuff into a new .blend file - simply create a New File, then Append all the Objects from the old file - and try exporting it. Very wild shot, but honestly I'm out of ideas.
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