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Element is invalid when combining mesh in Maya 2013


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I'm trying to make some mesh jewelry using Maya 2013. When I try to upload the combined mesh, I get Error: element is invalid. All the individual parts upload ok, if I select all the parts uncombined they upload ok. I've assigned new materials to all parts, deleted history. Combining any 2 parts gives that error. How can I resolve this problem? TIA
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I did a search of the forums for a posting that had the same error as you and I found this:

http://community.secondlife.com/t5/Mesh/Unrigged-mesh-size-limit-at-0-1m-just-like-prims/m-p/2062327/highlight/true#M22171

Check out what it says.  Could be you are having the same problem.

My only other suggestion would be to open up the both DEA files and compare the two in a word processor program like Notepad or or Word.  See if you can spot a difference between the DEA file that would upload and the combined one that keeps giving you an error.  I would particularly pay close attention to the materials.

Hope that helps. :)

Cathy

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Did you weight / skin your ring to the avatar skeleton?


If you did perhaps the bone names got messed up.


With Maya if you copy and paste the skeleton into a new window Maya renames all the bones and that will mess up the DAE file so it won't upload.


Another thing is you need to look at the Second Life Log file to find out more about the errors you been getting. Here's a link you may find useful.

http://wiki.secondlife.com/wiki/Mesh/Troubleshooting

You can find the log on your hard drive.

C: \ Users \ myLoginName \ AppData \ Roaming \ SecondLife \ SecondLife.log

 or for XP

C:\Documents and Settings\<username>\Application Data\SecondLife\logs

For the life of me I can't remember the shortcut key combination to view the error log while logged into SL. :(

Something like Ctrl + U

Hope that helps. :)
Cathy

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I'm just making a simple unrigged mesh objects. I'm using Firestorm, I looked at the firestorm.log, but didn't see any mesh upload errors in it. I had looked at that mesh troubleshooting page, but it doesn't mention the error I'm getting with combined polygons, "missing required level of detail".

I've been happily making jewelry and other goodies in Maya with no problems. All of a sudden, combining seems completely broken. Any combined objects fail to upload. They don't import into Blender without erors, either.

As a test, I made 2 simple cubes, which when combined, fail to upload to SL and fail to import into Blender.

As another test, I exported my uncombined, complex jewelry from Maya as dae, imported into Blender, did a join, exported as dae, and it uploaded fine.

Somethings horribly broken with Maya combined objects now for me, but at least I have a work-around.

 

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I have an older version of Maya.  My "Combine" does not have any sort of options for it I don't know about your version.

If your "Combine" used to work but now it isn't I would try reinstalling Maya onto your computer.

Over the years I've had to remove Maya and install it again fresh a few times.

You might be able to install it right over the original install without having to uninstall Maya first.

Hope that helps.

Cathy

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I uninstalled per autodesk, removing all directories and registry entries, rebooted. After reinstalling Maya remembered all my settings and preferences. They must be well hidden somewhere else.

The problem persists: "Error: Element is invalid" and there are no LOD values.

Trying to import into blender give more error info: Schema validation error: Error: ERROR_TEXTDATA_PARSING_FAILED Element: p, Line: 224, Column: 898, Additional: -1 0 11 39 -1 2 8 40

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The mesh objects are still polygon objects after combining them right?

I wish Chosen Few would chime in here.  He is awesome when it comes to anything that has to do with Maya and mesh.

You say even if you take two simple polygon cubes and combine them you get the same error?

You can export each cube separately as a DAE file and upload them OK I believe you said?

I wouldn't worry about LOD values.  Those are set in the mesh upload window in SL.

I wonder if it could be the Collada Plug-in for Maya that has a fault in it.

I seem to recall some people having problems with Maya's newer versions of the Collada Plug-ins and stand alone Autodesk FBX converter.

You could try an older version of the Maya plug-in or an older version of the Autodesk FBX converter.

Here is a link to the Plug-in and Autodesk FBX stand alone converter archive:

http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920

If you are going to try an older version of the fbxmaya.mll plug-in I would rename it before installing a different one.

Here is where mine is kept:

C:/Program Files/Alias/Maya8.0/bin/plug-ins/fbxmaya2012.mll

Yes my version is that old.  Maya 8.0 and Alias was the original creators of Maya not Autodesk.  It is from 2006 the same year, I believe, Autodesk bought it from Alias.

Anyway just rename the fbxmaya.mll to something like fbxmayaORIGINAL.mll. Other wise it will be written over by the new plug-in you are installing.  Your new plug-in as well as your original one, now named fbxmayaORIGINAL.mll, will be in the Plug-in Manager window.  You will most likely have to activate them once installed.

In Maya just click "Window" at the top of the screen and then select "Settings/Preferences" and then "Plug-in Manager".

Then just put a check mark in Loaded and Auto Load for the version of exporter plug-in you want to try.

You can have both plug-in activated at the same time but it will be very hard to know which  DAE_FBX(*.dae) to chose from in the export window because there will probably be two of them in the "files of type:" drop down menu.  So I would make sure only one has check marks next to it at a time.

If you don't want to go through all that trouble you could try an older version of the Stand Along Autodesk FBX converter. Just export out of Maya as an FBX file and then convert it with the FBX converter.

Hope that helps. :)

Cathy

 

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The mesh objects are still polygon objects after combining them right?

Yes, they are

You say even if you take two simple polygon cubes and combine them you get the same error?

Yes, I start a new scene, add 2 simple polygon cubes, combine, export, upload fails.

You can export each cube separately as a DAE file and upload them OK I believe you said?

The separate or uncombined polygons upload fine.

I wonder if it could be the Collada Plug-in for Maya that has a fault in it.

None of the older plugins will load in Maya. Error is: Error: Line 1: The specified procedure could not be found

I exported as FBX and tried 2011, 2012 converters, same problem.

I stll suspect I've done something do mess up the export settings, but resetting preferences doesn't help and settings keep coming back even after uninstall, delete all directories, appdata and registry entries.

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Try this.
Open up your Plug-in Manager window and put check marks next to objExport.mll.
In most versions of Maya that plug-in is not activated by default.

Create two cubes and combine them.  Then do "Freeze Transformation" and " Delete History" just to be safe.
Next select "Export Selected" and export the now combined cubes as an OBJ file.

Then open a new scene and import the OBJ file back in and then export it as a DAE_FBX (*.dae) file and try to upload that to SL.

Only other thing I can think of is save your combined cubes as an MA file or if you have the ability save it as a Maya 8.0 MB file and post it someplace that I can get it and open it up to take a look at it.  I can't open up Maya 2013 MB files but I can edit an MA file so I can open it up.

Just to make sure my DAE exporter was working fine I took two cubes combined them, Delete History, Freeze Transformation and exported it as a DAE_FBX (*.dae) file and uploaded it to SL.  It worked just fine.  Here let me copy and paste the DAE file so you can compare it to your DAE file:

<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.0">
<asset>
<contributor>
<authoring_tool>FBX COLLADA exporter</authoring_tool>
</contributor>
<created>2013-07-29T03:48:05Z</created>
<modified>2013-07-29T03:48:05Z</modified>
<unit meter="1.000000"/>
<up_axis>Y_UP</up_axis>
</asset>
<library_materials>
<material id="lambert1" name="lambert1">
<instance_effect url="#lambert1-fx"/>
</material>
</library_materials>
<library_effects>
<effect id="lambert1-fx" name="lambert1">
<profile_COMMON>
<technique sid="standard">
<lambert>
<emission>
<color sid="emission">0.000000 0.000000 0.000000 1.000000</color>
</emission>
<ambient>
<color sid="ambient">0.000000 0.000000 0.000000 1.000000</color>
</ambient>
<diffuse>
<color sid="diffuse">0.400000 0.400000 0.400000 1.000000</color>
</diffuse>
<transparent>
<color sid="transparent">0.000000 0.000000 0.000000 1.000000</color>
</transparent>
<transparency>
<float sid="transparency">1.000000</float>
</transparency>
</lambert>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_geometries>
<geometry id="polySurface1-lib" name="polySurface1Mesh">
<mesh>
<source id="polySurface1-lib-Position">
<float_array id="polySurface1-lib-Position-array" count="48">
-0.544355 0.000000 3.005157
3.546641 0.000000 3.005157
-0.544355 4.237116 3.005157
3.546641 4.237116 3.005157
-0.544355 4.237116 -1.233439
3.546641 4.237116 -1.233439
-0.544355 0.000000 -1.233439
3.546641 0.000000 -1.233439
-2.572837 0.000000 5.091171
1.518158 0.000000 5.091171
-2.572837 4.237116 5.091171
1.518158 4.237116 5.091171
-2.572837 4.237116 0.852575
1.518158 4.237116 0.852575
-2.572837 0.000000 0.852575
1.518158 0.000000 0.852575
</float_array>
<technique_common>
<accessor source="#polySurface1-lib-Position-array" count="16" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="polySurface1-lib-Normal0">
<float_array id="polySurface1-lib-Normal0-array" count="144">
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
</float_array>
<technique_common>
<accessor source="#polySurface1-lib-Normal0-array" count="48" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="polySurface1-lib-UV0">
<float_array id="polySurface1-lib-UV0-array" count="56">
0.375000 0.000000
0.625000 0.000000
0.375000 0.250000
0.625000 0.250000
0.375000 0.500000
0.625000 0.500000
0.375000 0.750000
0.625000 0.750000
0.375000 1.000000
0.625000 1.000000
0.875000 0.000000
0.875000 0.250000
0.125000 0.000000
0.125000 0.250000
0.375000 0.000000
0.625000 0.000000
0.625000 0.250000
0.375000 0.250000
0.625000 0.500000
0.375000 0.500000
0.625000 0.750000
0.375000 0.750000
0.625000 1.000000
0.375000 1.000000
0.875000 0.000000
0.875000 0.250000
0.125000 0.000000
0.125000 0.250000
</float_array>
<technique_common>
<accessor source="#polySurface1-lib-UV0-array" count="28" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="polySurface1-lib-Vertex">
<input semantic="POSITION" source="#polySurface1-lib-Position"/>
</vertices>
<polygons material="lambert1" count="12">
<input semantic="VERTEX" offset="0" source="#polySurface1-lib-Vertex"/>
<input semantic="NORMAL" offset="1" source="#polySurface1-lib-Normal0"/>
<input semantic="TEXCOORD" offset="2" set="0" source="#polySurface1-lib-UV0"/>
<p>0 0 0 1 1 1 3 2 3 2 3 2</p>
<p>2 4 2 3 5 3 5 6 5 4 7 4</p>
<p>4 8 4 5 9 5 7 10 7 6 11 6</p>
<p>6 12 6 7 13 7 1 14 9 0 15 8</p>
<p>1 16 1 7 17 10 5 18 11 3 19 3</p>
<p>6 20 12 0 21 0 2 22 2 4 23 13</p>
<p>8 24 14 9 25 15 11 26 16 10 27 17</p>
<p>10 28 17 11 29 16 13 30 18 12 31 19</p>
<p>12 32 19 13 33 18 15 34 20 14 35 21</p>
<p>14 36 21 15 37 20 9 38 22 8 39 23</p>
<p>9 40 15 15 41 24 13 42 25 11 43 16</p>
<p>14 44 26 8 45 14 10 46 17 12 47 27</p>
</polygons>
</mesh>
</geometry>
</library_geometries>
<library_lights>
<light id="SceneAmbient-lib" name="SceneAmbientMesh">
<technique_common>
<ambient>
<color>0.400000 0.400000 0.400000</color>
</ambient>
</technique_common>
</light>
</library_lights>
<library_visual_scenes>
<visual_scene id="RootNode" name="RootNode">
<node id="polySurface1" name="polySurface1">
<rotate sid="rotateZ">0 0 1 0.000000</rotate>
<rotate sid="rotateY">0 1 0 0.000000</rotate>
<rotate sid="rotateX">1 0 0 0.000000</rotate>
<instance_geometry url="#polySurface1-lib">
<bind_material>
<technique_common>
<instance_material symbol="lambert1" target="#lambert1"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#RootNode"/>
</scene>
</COLLADA>

 

 

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Your sample works just fine.

I tried making a new scene as you described, same problem. When I try to import into blender, it complains about:

Schema validation error: Error: ERROR_TEXTDATA_PARSING_FAILED Element: p, Line:
174, Column: 698, Additional: -1 10 37 -1 8 38 -1

Line 174, is labeled below. is a <triangles.... line.

Compairing your sample with my file I noticed that mine has no <polygons></polygons> section.

If I import your sample and export as dea, if uploads ok, and has no polygons section either.

If I separate and combine your file, exporting as obj/import/save as dae, it fails to upload.

This is what my exported file looks like:

<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset><contributor><author></author><authoring_tool>FBX COLLADA exporter</authoring_tool><comments></comments></contributor><created>2013-07-29T08:44:12Z</created><keywords></keywords><modified>2013-07-29T08:44:12Z</modified><revision></revision><subject></subject><title></title><unit meter="0.010000" name="centimeter"></unit><up_axis>Y_UP</up_axis></asset>
  <library_materials>
    <material id="test_initialShadingGroup1" name="test_initialShadingGroup1">
      <instance_effect url="#test_initialShadingGroup1-fx"/>
    </material>
  </library_materials>
  <library_effects>
    <effect id="test_initialShadingGroup1-fx" name="test_initialShadingGroup1">
      <profile_COMMON>
        <technique sid="standard">
          <lambert>
            <emission>
              <color sid="emission">0.000000  0.000000 0.000000 1.000000</color>
            </emission>
            <ambient>
              <color sid="ambient">0.000000  0.000000 0.000000 1.000000</color>
            </ambient>
            <diffuse>
              <color sid="diffuse">0.400000  0.400000 0.400000 1.000000</color>
            </diffuse>
            <transparent opaque="RGB_ZERO">
              <color sid="transparent">0.000000  0.000000 0.000000 1.000000</color>
            </transparent>
            <transparency>
              <float sid="transparency">1.000000</float>
            </transparency>
          </lambert>
        </technique>
      </profile_COMMON>
    </effect>
  </library_effects>
  <library_geometries>
    <geometry id="test_polySurface1-lib" name="test_polySurface1Mesh">
      <mesh>
        <source id="test_polySurface1-POSITION">
          <float_array id="test_polySurface1-POSITION-array" count="48">
-2.961813 0.057623 0.000000
0.988959 0.057623 0.000000
-2.961813 0.057623 3.562910
0.988959 0.057623 3.562910
-2.961813 4.180178 3.562910
0.988959 4.180178 3.562910
-2.961813 4.180178 0.000000
0.988959 4.180178 0.000000
-3.915738 -3.027903 0.000000
-0.010819 -3.027903 0.000000
-3.915738 -3.027903 3.308194
-0.010819 -3.027903 3.308194
-3.915738 1.072091 3.308194
-0.010819 1.072091 3.308194
-3.915738 1.072091 0.000000
-0.010819 1.072091 0.000000
</float_array>
          <technique_common>
            <accessor source="#test_polySurface1-POSITION-array" count="16" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="test_polySurface1-Normal0">
          <float_array id="test_polySurface1-Normal0-array" count="216">
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
</float_array>
          <technique_common>
            <accessor source="#test_polySurface1-Normal0-array" count="72" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="test_polySurface1-UV0">
          <float_array id="test_polySurface1-UV0-array" count="28">
0.375000 0.000000
0.625000 0.000000
0.625000 0.250000
0.375000 0.250000
0.625000 0.500000
0.375000 0.500000
0.625000 0.750000
0.375000 0.750000
0.625000 1.000000
0.375000 1.000000
0.875000 0.000000
0.875000 0.250000
0.125000 0.000000
0.125000 0.250000
</float_array>
          <technique_common>
            <accessor source="#test_polySurface1-UV0-array" count="14" stride="2">
              <param name="S" type="float"/>
              <param name="T" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <vertices id="test_polySurface1-VERTEX">
          <input semantic="POSITION" source="#test_polySurface1-POSITION"/>
        </vertices>
***line 174***        <triangles count="24" material="test_initialShadingGroup1"><input semantic="VERTEX" offset="0" source="#test_polySurface1-VERTEX"/><input semantic="NORMAL" offset="1" source="#test_polySurface1-Normal0"/><input semantic="TEXCOORD" offset="2" set="0" source="#test_polySurface1-UV0"/><p> 3 0 2 2 1 3 0 2 0 3 3 2 0 4 0 1 5 1 5 6 4 4 7 5 2 8 3 5 9 4 2 10 3 3 11 2 5 12 4 7 13 6 4 14 5 4 15 5 7 16 6 6 17 7 1 18 8 0 19 9 6 20 7 1 21 8 6 22 7 7 23 6 5 24 11 3 25 2 1 26 1 5 27 11 1 28 1 7 29 10 2 30 3 4 31 13 6 32 12 2 33 3 6 34 12 0 35 0 11 36 -1 10 37 -1 8 38 -1 11 39 -1 8 40 -1 9 41 -1 13 42 -1 12 43 -1 10 44 -1 13 45 -1 10 46 -1 11 47 -1 15 48 -1 12 49 -1 13 50 -1 12 51 -1 15 52 -1 14 53 -1 9 54 -1 8 55 -1 14 56 -1 9 57 -1 14 58 -1 15 59 -1 13 60 -1 11 61 -1 9 62 -1 13 63 -1 9 64 -1 15 65 -1 10 66 -1 12 67 -1 14 68 -1 10 69 -1 14 70 -1 8 71 -1</p></triangles>  **end line 174 ***
      </mesh>
    </geometry>
  </library_geometries>
  <library_visual_scenes>
    <visual_scene id="test-from-obj" name="test-from-obj">
      <node name="test_polySurface1" id="test_polySurface1" sid="test_polySurface1"><matrix sid="matrix">1.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000</matrix><instance_geometry url="#test_polySurface1-lib"><bind_material><technique_common><instance_material symbol="test_initialShadingGroup1" target="#test_initialShadingGroup1"/></technique_common></bind_material></instance_geometry><extra><technique profile="FCOLLADA"><visibility>1.000000</visibility></technique></extra></node>
      <extra><technique profile="MAX3D"><frame_rate>24.000000</frame_rate></technique><technique profile="FCOLLADA"><start_time>0.041667</start_time><end_time>2.000000</end_time></technique></extra>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#test-from-obj"></instance_visual_scene>
  </scene>
</COLLADA>

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In your triangles section, there are values of -1 for all the TEXCOORD indices for the second cube. These numbers are all indexes into the relevant tables. The value -1 is meaningless in that context. My guess would be that it is a placeholder put there by the exporter where it did not find the expected value. Since these are supposed to be indices into the list of UV map coordinates, this suggests the exporter did not find a UV map. Did you make the UV map before duplicating the cube? Anyway, try making a new UV map for the second cube (and make sure both have them) and see if that makes a difference. If not, then it would have to be some internal error in the exporter that prevents it finding theright UV data.

ETA: You will notice that Cathy's collada has 56 numbers in the UV map, while yours only has 28. So that's consistent with the UV map being missing for the second cube. Don't worry about <triangles> vs <polygons>. Those are both valid alternatives for the geometry. Blender now uses a third alternative called <polylist>.

More ETA: "Schema validation error: Error: ERROR_TEXTDATA_PARSING_FAILED Element: p, Line:
174, Column: 698, Additional: -1 10 37 -1 8 38 -1" That is the first occurrence of -1. So that confirms the source of the error. I am pretty sure this error message is coming from the collada dom library that the viewer uses, not from LL-written code. So there's nothing LL could do about it. It's the exporter that's at fault, emitting stuff that can't be parsed by the standard collada library.

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Create UV maps option is enabled when creating the cubes. I didn't even have to create new ones.

I changed the Combine options for Merge UV Sets from No Merge to Merge By Name, and the 2 cubes upload OK after a Combine.

Whew!  Thanks so much for all your help.

Now back to my jewelry project, which I'm going to restart from scratch, since messing with UV maps and changing the combine options didn't fix my work in progress.

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Hi Napili,
I copy and pasted your DAE file into Notepad and saved it as a DAE file.  I then tried to upload it into SL and it uploaded just fine.

Did you have a problem uploading the DAE sample you pasted here?

If you did have a problem uploading the DAE sample, then the viewer you are trying to use may be messed up.

I always use the current LL default viewer to upload mesh with since LL makes it a high priority to keep it working right.
Not that the other 3rd party viewer don't also.  It is just LL makes changes to code that break the viewer's mesh upload feature so they get their viewer fixed first then all the 3rd party viewers get fixed.

I am glad you were able to figure out what options you need change for the Combine feature in Maya.  My Combine doesn't have any options.

Oh if you ever want to restore all your settings to the factory default settings just click on "Window" then "Settings/Preferences" then click on "Preferences" and then at the top left of the Preferences window click on "Edit" menu and select "Restore Default Settings" and all of Maya will be rest except the plug-ins and shelves you have created.  I don't think you will have to click "Save" but best to click it to be sure. 

If you are making jewelry you know you can't make anything smaller than .01 meters.  There is a work around.  Just create a two faces/triangles and put them at 90 degrees to each other and make them bigger than .01 meters.  Apply a texture/material to them so you can make them invisible. :)

Hope that helps. :D

Cathy

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My sample file above fails to upload using the latest Firestorm. The official SL viewer does seem to accept it.

The SL viewer also accepts my work in progress and it seems to cost less to upload.

Resetting my preferences doesn't seem to reset the options for creating polygons or Combining.

I usually put a large cube around my jewelry and give it a new material, then set it to transparent.

Thanks for your help.

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Yes. I does upload ok. I am surprised. Maybe a viewer using a different collada library from the one ll uses. It shouldn't really upload because of the impossible uv map. However, neither of the cubes gets textured properly despite the map for the first being ok*. Maybe the ll viewer library code sees the error in the TEXCOORDs and discards the whole UV map, including the part that's correct. If you replace the "-1"s by the same set of indices from the first cube, so that the cubes have the same UV map, then both cubes get textured properly.

==== ignore the rest unless you want to be confused =====

*Hmm. when I changed them back to -1, it now textures (just) the first cube right, but still not the second. So now it's using the correct part of the uv data. Can't explain that ... the only other thing I did was tabulate the indices nicely to make it easier to edit......

..... (seven uploads later) Ugh! It looks like the first cube gets textured properly as long as there is no "-1" on the line of collada text containing the first index for the last triangle of its uv map. If there is, then neither cube gets textured. That is just bizarre. Something to do with the way the numbers are separated into lines affects the way the parser responds to the "-1"s. Carriage creturns should be treated as any other whitespace, shouldn't they?  Arrggghhh!!

 

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This certainly was a learning experience for me. Before this, I thought the DAE file processing was all done by the server.

I'm now uploading all my mesh using only the latest official viewer. Nothing has failed yet and I'm having no problems texturing my uploads. I add a new material for all groups of polygons, never exceeding 8. Looking at my polygon creation settings, I see "Create UV map" is selected for all.

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"Before this, I thought the DAE file processing was all done by the server."

Sending the collada to the server would be inefficient because it is a very space-inefficient format. All the parsing of the collada and conversion into the space-saving internal data format is done by the viewer, which also compresses it. The server doesn't get involved until you click the calculate button. Only the server is allowed to calculate the weights. So that sends the data to the server, which sends back the results of the calculations. That's why there is a noticeable delay at that point for complex meshes.

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Its related to the UV maps of your mesh. I had this problem when several uv map sets were present in the scene. When you are able to..combine the uv sets into one map. delete all other uv sets..and upload. with more simple meshes that works fine. i dont know how much detail you need but jewelry sounds like a lot.

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  • 1 year later...

I found that though my mesh had materials, it was lacking a UV layout (totally random that the UV editor showed zero topography for the objects- I don't understand why it was missing) but as soon as I mapped it, my item uploaded just fine. No more "Element is invalid" message from the mesh uploader. I suppose it was interpretted as incomplete somehow until the mapping. Hope this helps :)

 

Indyra

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