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eXec
10-09-2004, 04:35 PM
i`m using obj2max plugin for max 6. when i`m importing obj file only what i can get is a miniature of object, i cant get that bigger to fit viewport, i can`t make zoom - anything.

is there a some configuration for that ?

Griffon
10-09-2004, 06:20 PM
I can't speak for MAX, but all of the positions in an OBJ file exported from modo are in meters.

eXec
10-09-2004, 06:35 PM
maybe u are right, but can anyone tell me how to fix it ? :banghead:

Turq
10-09-2004, 07:57 PM
When you use the obj2max importer it should bring up a dialogue box in Max. When this comes up, you should set the vertex scale to 1 instead of .001 or whatever the default is.

yog
10-09-2004, 08:17 PM
MAX's default unit = 1 inch, which seems quite an odd unit for an international program :shrug:

I use Deep Exploration to take Lightwave objects into MAX as an Obj file (because LW's Obj converter is terrible). And yes it does come in really small. Luckily Deep Exploration allows you to apply a range of transformation factors during translations, and I found I had to apply a scale factor of 39371.3 in order for the object to come into MAX at the right scale.
This may change if you have altered MAX's default system unit though.

yog
10-09-2004, 08:36 PM
I just checked it. Because Modo's Obj exporter works in metres instead of mm which I use, if you want the object to come into MAX the right size, scale it up in Modo by a factor of 3937100.

Steve McRae
10-09-2004, 10:06 PM
interesting - maya objects need to be scaled up by 39.37007874015748031496062992126 (give or take a few digits ;)

yog
10-09-2004, 10:31 PM
interesting - maya objects need to be scaled up by 39.37007874015748031496062992126 (give or take a few digits ;)
Wasn't there meant to be a "5" at the end of that number :D

eXec
10-10-2004, 07:42 AM
finaly, one problem solved, thx guys :thumbsup:

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