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fix fbxloader error #11956
fix fbxloader error #11956
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examples/js/loaders/FBXLoader.js
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@@ -4010,7 +4010,10 @@ | |||
while ( ! this.endOfContent( reader ) ) { | |||
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var node = this.parseNode( reader, version ); | |||
if ( node !== null ) allNodes.add( node.name, node ); | |||
if ( node !== null ) |
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How about reversing it?
if ( node === null ) break;
allNodes.add( node.name, node );
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nice.
I have modified pr
Let me review if this fix is correct. |
It doesn't seem this change is correct. Probably "Unknown property type" isn't a root issue. |
Thanks for reporting. Would you please check if there's any existing similar/same issue threads and open another issue for that if there isn't? |
@takahirox I copied the wrong instance file to #11895 |
If I'm right, Drawing1.fbx includes two combined FBX files...? How was this file generated? |
@takahirox |
What do you mean by that? |
Sorry, this is the result of Google translation, may be somewhat misleading. That is, if i follow my code. That is to say If (null === node) // exit. (If I quit in the middle) (google translation error) |
OK. Let me explain what I mentioned again. FBX binary has 16-byte end-footer in the end of the file.
But Drawing1.fbx has two footers, at address 0x4160 and 0x4440. I'm really not sure if this "two (or more) combined data in one file" is proper FBX specification. IMO We can consider to support it if
or
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This file is imported into u3d, or UE4, which can be imported correctly. I do not know how to split the file. |
Can you generate the ascii version file and share? |
@takahirox |
Drawing1Ascii.zip http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 |
@FishOrBear @takahirox I've tested loading the original file (Drawing1.fbx) in a couple of ways, including importing it back into 3ds Max. In all cases it doesn't look like the original screenshot - it's just six planes making up a box. Additionally as you can see in the following screen shot, the planes are missing names - this is unusual (actually first time I've seen this in max, generally everything is named). Could it be that the original export didn't work properly for some reason? |
@looeee In the autocad. |
Anyways, I want something proof which indicates this type of files follows a proper FBX format. I'd never seen two or more footers in one FBX file in other files. |
FBXLoader: parse layered textures
ColladaLoader: Added possibility to manually set path
Fbx loader split monolithic parseScene method
FBXLoader: refactor genGeo method
FBXLoader correctly parse duplicate embedded textures
FBXLoader support rotated pivots
TDSLoader: Use path and manager for all Loaders
Propagate error during loading of STL files via onError callback
Removed ImageUtils
GLTFLoader: Support sparse accessors.
FBXLoader refactor parseAnimation and remove unused entities from return object
ShapeUtils: Use earcut for polygon triangulation (2nd attempt)
This got messed up... |
@takahirox Hi,After many years, I continued the discussion of this issue. https://github.com/mont29/blender-io-fbx/blob/master/io_scene_fbx/parse_fbx.py#L166 I think my conjecture is right, because the code of blender is also like this. |
https://github.com/mrdoob/three.js/blob/dev/examples/js/loaders/FBXLoader.js#L1697 Actually in my file, this property may be null, so I am modifying it so
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Drawing1.zip
Fixed an error.
The error caused fbx not to be imported properly.
#9860