can't make heads nor tails of it but thanks :D Torque Owner TheGasMan G.A.S. [+others] #3 05/14/2009 (6:21 am) I would imagine that Modo would have the capability to allow an I'm using FBX now for my export/sharing format with predictable results and fewer headaches over all. The exported *.obj file geometry is saved as Tris and of course, only excepts one UV map... The car I'm trying to import was not the original mod. http://theblackinkproject.com/3ds-max/3ds-max-error-invalid-normal-index.html
So, what kinda stuff you wana do?" Reply Click here to remove banner ads from this forum.This Forum Is Hosted For FREE By ProBoardsGet Your Own Free Forum! I rebuilt the model (or the portions that didn't give an error) and everything is fine for the moment. I've even tried exporting just the default Sculptris sphere, but got same error every time. All rights reserved. http://www.zbrushcentral.com/showthread.php?144864-Import-to-3ds-Max-ERROR-invalid-vertex-index
And running z2g would explain why the setface value is now invalid. Today 34 users visited forums. Back to top Back to GTA Modding 2 user(s) are reading this topic 0 members, 2 guests, 0 anonymous users Reply to quoted postsClear Log In Need an account? They stay on the car and he swings the air open.
Support.obj file wont open in 3dsMax [SOLVED] General Sculptris Support Tutorials Resource sharing WIP Sculptures Sculpting videos Competitions musagi CherryBrush Rigid Racing General feedback Off-Topic Reply .obj file wont open in 3ds Max Polygon Index Error So, I ran it on the .dff and it did it's thing. I would suggest exporting as an FBX file. This program will manipulate the setface to allow 3ds max (with some errors) to interpret the file and render it.
But after I specify what I want to import I get this error, "ERROR - invalid normal index". The car smokes and the lights go out but the model parts don't update.Here's the new dff - http://upload.tjbp.net/57ford3.zip http://www.mediafire...rmql44ojvs74w3kAny ideas? See if that helps.. This time round, an error occurred I've never experienced before: "Error - Invalid Vertex Index".
One thing I did notice is that when using layers in Modo, that would fire up the same error but not consistently...sigh. The new file was also smaller somewhat than the original. 3ds Max Invalid Normal Index That explains why max gives you the 'non standard dff' error that is common when loading dff's created by zmodeler. Invalid Normal Index Found On Face Back to top fireguy109 fireguy109 It's a long way to the top The Connection Joined: 30 Aug 2010 #5 Posted 21 October 2011 - 07:19 PM Wow, thank you so much
The first sign of trouble occurred when I clicked on 'Zoom Extents All'. navigate here just remember the size issue. Then I tried again to import and, lo and behold, it loaded into 3ds-Max with no problem! Torque 3D Owner James #2 05/14/2009 (4:42 am) Well eb, there are no settings on export (non presented anyway) and this is the first time I've run into the problem.
Reply 0 Kudos « Message Listing « Previous Topic Next Topic » Search This Board CommunityCategoryBoardArticlesUsers turn on suggestions Auto-suggest helps you So I tried 'Select by Name' and it popped into view. Also, make sure "relative vetex numbers" is unchecked on OBJ export dialogue. Check This Out Modo 302 and Max 2009 running on a Mac intel system.
Trying again in 3ds produces the same error as above. "First, you're born, then you do some stuff, then ya die.... The pipeline continues to be refined :) Login to reply to this thread Post a blog Add a resource Start a Thread All Products 3rd Party Addons iTorque 2D iTorque 3D A timer bar appears, and then an error pops up before its done: "ERROR: Invalid Vertex Index"I’ve done this with several models and am at a loss.
I've googled it but have not found a satisfactory explanation as yet. i searched through the forum for that error and could not find it, and here are my tech specs:Windows 7, fully updatedIntelCore i7 920 2.67GHzGeForce GTX 28512GB ddr3 RAM polyhertz Fanatic Thanks eb for the link... Good luck!
GTA VGTA IVGTA San AndreasGTA ViceGTA IIIGTA ForumsGTA Mods Log In Join Jump to content Search Advanced Search section: This topic Forums Members Help Files View New Content Forums That shouldn't happen as, even when importing, they should get assigned random colors.Checking out the hierarchy, I noticed the RF wheel was listed but wasn't showing. The original mod is the Peyote from this mod - http://www.gtagarage...how.php?id=5865When I try to import the car from the mod above, I get a "non-standard dff" error. this contact form Nothing showed up whether I tried word or long size integer values.
Please Login or Register. Showing results for Search instead for Do you mean Search the Community Advanced Search Forums | Ideas Browse by product Products 3ds Max A360 Products Advance Steel Alias APIs and Programming I tried importing as a single mesh. Reply to Thread 06-25-11 #3 Nathan Wolf View Profile View Forum Posts New Member Follow User Gallery Join Date Jun 2011 Location Denmark Age 36 Posts 3 Already tried that, no
The only things I see are the wheels (which are game created, not part of the model) and two dummies that I had previously rendered white by accident. The obj files are in attachment.