Jump to content
Sign in to follow this  
Katerina Kirax

How to decrease complexity before uploading?

Recommended Posts

I have been trying to upload a small but detailed object from blender 2.8 but keep getting a "failed to upload: MAV_BLOCK_MISSING" Error.  With a bit of research I think I have it narrowed down to the fact that there are a lot of tiny/thin triangles and firestorm can't envision the default physics properly.  I've been doing tri's to quads to fix some of this but still get the error.  I've tried the decimation modifier but lose my smooth lines in the process.  I am not sure what else to try.  Any ideas?

Share this post


Link to post
Share on other sites
1 hour ago, Katerina Kirax said:

failed to upload: MAV_BLOCK_MISSING"

I think it's the usual issue with the detailed objects you are trying to upload: there is a limit to the number of triangles each material can have, around 21k-ish, that once exceeded, makes the uploader silently split the section in one or more material sections. As result, the lower LoDs generated by the uploader straight from the original file mismatch in such regard and you get the error. 

Share this post


Link to post
Share on other sites
19 hours ago, Katerina Kirax said:

I think I have it narrowed down to the fact that there are a lot of tiny/thin triangles and firestorm can't envision the default physics properly.

Make a custom physics mesh. For small objects I usually upload just a box as the physics.

18 hours ago, OptimoMaximo said:

I think it's the usual issue with the detailed objects you are trying to upload: there is a limit to the number of triangles each material can have, around 21k-ish, that once exceeded, makes the uploader silently split the section in one or more material sections. As result, the lower LoDs generated by the uploader straight from the original file mismatch in such regard and you get the error. 

That limit applies only to DAE files which reference geometry as polylists. DAE files which reference geometry as triangles work fine with more than 21k triangles.
Even Blender is capable to create such files, when the Triangulate checkbox is ticked in the exporter.

  • Like 2

Share this post


Link to post
Share on other sites
17 hours ago, arton Rotaru said:

That limit applies only to DAE files which reference geometry as polylists. DAE files which reference geometry as triangles work fine with more than 21k triangles.
Even Blender is capable to create such files, when the Triangulate checkbox is ticked in the exporter.

Doesn't mean you're ment to do it. I don't even know why they fixed this.

  • Like 1

Share this post


Link to post
Share on other sites
7 hours ago, Kyrah Abattoir said:

Doesn't mean you're ment to do it. I don't even know why they fixed this.

Actually there hasn't been any fix done for this. It's like this from the beginning. The only thing that has been done, is that Gaia modified Blenders Collada exporter to generate DAE files with triangles, at some point in time. Exports from 3ds Max, or Maya, for example, were always working fine with the Triangulate checkbox ticked in their collada exporter.

Share this post


Link to post
Share on other sites
9 hours ago, arton Rotaru said:

Actually there hasn't been any fix done for this. It's like this from the beginning. The only thing that has been done, is that Gaia modified Blenders Collada exporter to generate DAE files with triangles, at some point in time. Exports from 3ds Max, or Maya, for example, were always working fine with the Triangulate checkbox ticked in their collada exporter.

Actually no, the first versions of the mesh upload process didn't auto split your model, it would just refuse to go beyond the index limit.

Then they "fixed" it.

Share this post


Link to post
Share on other sites
6 hours ago, Kyrah Abattoir said:

Actually no, the first versions of the mesh upload process didn't auto split your model, it would just refuse to go beyond the index limit.

Then they "fixed" it.

I think you are talking about the added feature that we can upload meshes with more than 8 materials, which will spilt the model into multiple objects.

Actually, that's something completely different than the still existing "material split".

Edited by arton Rotaru

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...