ExprssnImg opened this issue on Feb 07, 2006 ยท 43 posts
Spanki posted Thu, 09 February 2006 at 4:43 PM
Riptide tells me I'm missing and mtl file which crashed Cinema 4d all the time so I'm ready to nix that. ...I think you may be interprettig that wrong. The "missing .mtl file" is really just a 'notice' that Riptide couldn't find (or read) the .mtl file indicated by the .obj file. Riptide doesn't really care if it's missing (shouldn't cause a crash). There are a few bugs in the current Riptide that can/will cause crashes though... let me see if I can remember them: Exporting: 1. Riptide expects ALL facets to have UV-mapping coordinates. This was/is an oversight on my part, but currently, if ANY facet (polygon) is not UV-mapped, it can cause Riptide to choke when you export the mesh. Most of the mesh-generating tools within C4D (lofted surface, polygon tools, sweep nurbs, primitives, etc) will automatically come up with and assign some default mapping coordinates, but there are a few know, distinct exceptions to this general rule - End Caps / Rounding. Any of the generators that add these features (End Caps and/or Rounding) will generate this part of the mesh with no mapping. To get around this issue, you'd need to convert the object to an editable mesh and then assign some sort of mapping corrdinates to those pieces inside BodyPaint (assuming you had it). Otherwise, you'll need to export the mesh using C4D's built-in .obj exporter. There may well be a similar issue with 'Normals'. When you import a mesh with Normals (R8.5+), you get a Normal Tag, but I'm not sure any/many of the tools in C4D update that tag as you add/sub-divide polygons on the mesh, so you may no longer have Normal values for every facet. Since most apps will/can compute thier own Normals, the best bet is to delete the Normal Tag before exporting to get around this potential problem. 2. Non-standard "Materials". When I wrote Riptide, I had not yet even noticed or played with things like the BhodiNut shaders... so Riptide will crash on Export if you are using any of those. To get around this issue, don't use any of the 'Shaders', just standard materials. Importing: 1. I'd have to look to be sure, but I'm fairly certain that the "all facets are expected to be the same" applies here as well. In other words, if ANY facets have UV-mapping, they ALL need to. If ANY facets have Normals, they ALL need to. ...anyway, I'm guessing that the crash you are seeing is one of those issues (or something I'm forgetting) and nothing to do with a missing .mtl file. If you are interested in looking into this further, and don't mind sending me the mesh, I'd be willing to help you fix it (or determine the problem) and get it back to you in a form you can import/export with C4D. If you're interested, IM me for my e-mail details. Cheers, - Keith
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.