Importing files problem

Question Materials and Textures

Hi guys!

Whatever I try to export, either it's glb, stl, obj file, That is all I see. There is no mesh. However, the mesh is in the list. I tried to isolate and scale up, still nothing.

As in the picture. In this case, it's a obj file, but the result is the same with other importing files.

Here is the actual Blender file for further review: Blender file

I can't work with a object that I can't see.

What is the problem?Screenshot (138).png

  • spikeyxxx replied

    Hey Max,

    The problem is two-fold; the Position of your Object, its Origin is at the World's Origin, but the Mesh is kilometers away! (Also look at the necessary View Clipping):

    Size.png

    No wonder you can't see/find it. (Take a note, that when the Start and End Clipping range is too large, you get glitches.)

    And its size (I put it at the Origin for clarity, but look at the Vertices Positions!)):

    ModelSize.png

    The whole list of Materials all are the same default Principled Shader, don't know if that is intentional...


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  • maxcady replied

    LOL!

    I thought that the importation would be automatic, already ok. But you have to tweak it. So you lowered the start and end and you centered the object if I understand correctly.

    The list of materials are all the same and it's intentional.

    What is the ideal value for start and end ? 

  • spikeyxxx replied

    What is the ideal value for start and end ?

    That depends on the size of your model (End Clipping) and how close you get (Start Clipping).

    Glitches may happen (due to rounding errors in computers), when they Start and End Clipping are too far apart, or when your model is too far away from the World Origin (but this does not necessarily apply to your case).

    Example glitch: Suzanne far from home:

    Glitch.png



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  • maxcady replied

    Thx! I will try to locate my object in Blender. I have any question, I will post it here.

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  • spikeyxxx replied

    To locate your object, select it in the Outliner and then press your Home key, or the period key on the Numpad (if you have one). Then you'll need to adjust your Clipping values (raise the End clipping  untill you can see it and then you probalby will also need to raise the Start to compensate).

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  • spikeyxxx replied

    It might also help to do above steps in (in your case Top) Orthographic View.

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  • maxcady replied

    I succeeded with view 7, but the only thing is that it's unworkable.

    As soon as I try to look around, I don't see nothing. I know it has to do with the start and end point.

    What I want to do (with the textures) is to create a scene animation with the camera, and characters inside (for example) But I don't see the inside of the map when I hit the scroll on the mouse. This is a map from an old game that your character is running inside it. We never see the outside of the map like the view 7 button on the numpad.

    If I have to constantly change the start and end value, my project will never start lol 

    Do you have a solution? thx!

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  • spikeyxxx replied

    What I would do is: go to Object > Set Origin > Origin to Geometry (with your object selected in the Outliner), then press ALT+G to put it in the center of the World. Then scale it down significantly:

    Camera1.png

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  • maxcady replied

    Yeah, I did put the pivot point in the center of the world and 3D cursor too. I put the start and end value so that I can see everything in view 7. I will scale it down and see what will happen.

  • maxcady replied

    Well, this is interesting. But again, it's hard to navigate through that maze as we go through walls, and we don't know where we are.

    1-Is that possible to like move the camera without passing through walls as if you were a human?

    2-Or a special method of some kind that isolate some part of the map? As you can see, it's one big mesh. So do I have to cut the map into meshes and hide some part of the map afterward?

    Solution 1 would be very interesting to me. :-) 

    Again, thank you for the time you take to anwser.

  • spikeyxxx replied

    I did put the pivot point in the center of the world

    You should first put the Object's Origin in the Geometry as I said above. Because now "...the Position of your Object, its Origin is at the World's Origin, but the Mesh is kilometers away!"

    Ad 1. Try navigating by looking through the camera and setting Lock Camera to View.

    Also scale down, so that the Y (ceiling height) makes sense.


  • spikeyxxx replied


    View.png

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  • spikeyxxx replied

    Oh, I see what you mean now...navigating interactively is not possible in Blender at the moment (maybe, but I'm not sure, in UPBGE (modern Blender, but with Game Engine), or, most likely, with VR).

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  • maxcady replied

    There should be a addon... Modern blender? UPBGE?

    To add some details: The idea is to make a scene. Control where the camera should go. It's for a video. Not a video game. I'm a video creator. :-) That's the point. Maybe it's better with SFM?

    By the way, it's so annoying. I locked the camera to view, I hit CTRL + 0, and then it was working... I was scrolling the MMB and then it kinda stuck and the MMB was useless... 

  • spikeyxxx replied

    You're right about the zooming limit of the Viewport; you just have to move the Camera...

    ...maybe use a Constraint on the Camera like Follow Path? Also enabling the Camera > Add Camera Rigs Addon might be useful.

    But there is no automatic 'avoiding going through walls',

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  • maxcady replied

    thx for the addon! I needed it.

    And the constraint. :-)

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