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|8th Mar 2012, 08:24 PM||Converting obj-file from negative to positive index #1|
I've been having a mess of problems with creating a simple shelving unit. The newest one is receiving the following message when trying to import my obj file into Sim PE
"Index was out of range. Must be non-negative and less than the size of the collection"
I looked the error up on the site and it says
"There are two kinds of obj-files, those with a positive and those with a negative index. is only able to handle one of them (with positive indices), obviously your 3D-modeler exports the other.
You have to convert your obj-file to the proper version before you can use it in SimPE, you can do this for example with the freeware UV Mapper Classic or with Milkshape"
I have UV Mapper and all I want to know is how to convert the Obj-file using UV Mapper. I have searched the internet without success.
|15th May 2012, 09:01 PM||simply save the model #2|
Join Date: Mar 2012
I've got the same problem, and I've been searching too...
in the end I've found this thread where the answer is given:
Actually you just have to load the model with UVmapper, save it, and it's done! I've tried it and it worked (I use Wings3D, but if you use Blender it seems that the problem can't be solved this way...)
|16th May 2012, 07:27 AM||#3|
Join Date: Sep 2009
Wat 3d program are you using?
Do you have a popup menu when exporting as obj?
|4th Jul 2012, 05:14 AM||#4|
Join Date: Dec 2010
That link doesn't work anymore, does anyone have any solutions to this? I've been using Blender and am well used to its interface now, after getting used to Milkshape only to find the trial had expired. I tried saving in UV Mapper, but as monya77 said, that doesn't seem to work for Blender exported meshes. :/
Please, anyone who uses Blender, can you please help?!
*edit for those with the same problem* I finally got mine to import after downloading Wings 3D and importing/ exporting my mesh that I made in Blender from there, then UV Mapping it and importing it to SimPe. I haven't mucked around with it, though, the Wings program, but my mesh did show up in the game, it just looks kinda... hollow? I'm not sure what went wrong, but I'll figure it out. D:
The problem I was having with importing from blender into wings, was that wings seemed to automatically invert some of the mesh parts.
That was easily fixed by right clicking and choosing invert. Although not ALL the parts were inverted, so you have to be careful and make sure each part of the mesh is separate, if that makes any sense. For example, table top was fine, but the legs were inverted. That happened even when the mesh was whole for some odd reason.