Hey guys, so recently I’ve been running into a problem, specifically in Autodesk’s Maya. When I try to import a file in .fbx form, studio returns with an invalid file/unreadable file error. This doesn’t happen with .obj, but with the new additions to studio like avatar importing, I want to figure out why .fbx won’t work. Does anyone know what’s going on?
Using Blender,
It doesn’t have any problems for me.
I simply add a solidifier modifier to avoid any glitches and invisible sections.
But .fbx is allowed in Roblox so I’d problem solve by trying to move the entire file to blender.
Then try and save the file again as an .fbx under another name (Ex: Helloworld) and try to add the modifier I mentioned above.
Import into Roblox and by theory it should work.
Let me know what happens.
When you use the solidifier modifier, you “Multiply” the vertices of your model by 2, but you do not need to use this modifier to avoid invisible parts, all you need to do is select all faces and Ctrl + N Se even some “Invisible” parts still appear, it is because some face is “Off” or out of the way it should.
In the end, it is better to try to solve everything and have a lighter model, than simply add the modifier.
(It’s just a tip, but I hope you use it )
This is probably some error of the studio itself, the modeling exported in .fbx almost always comes out with some problem.
For example, these days I decided to pass a simple block with 12 triangles to the studio using .fbx and a message appeared incredibly:
“Your file has more than 10,000 triangles” (something like that, I do not remember very well)
Anyway, I think you’d better use .obj, because it avoids “bugs” and does not waste your time.
Did you check your output? Error can be in innapropriate names too.
On this, I did. The name was fine (it was RoundTerrainTract01). It had to do with an unreadable file type error.
That would make sense. I tried messing with some of the .fbx export settings in Maya, though it made little difference.
Maybe creating it again with .obj could help? If not then I don’t really know.
Ya, I just tried .obj on the model in question and worked fine. Really, I don’t know if there are any significant reasons to use .fbx over .obj, so I’ll probably just use .obj for now.
Good, you can now mark as solved so people don’t think you still need help, also glad to help.
@Zak_Sensei @XxKinqSinisterxX I found out the real issue, at least in Maya’s case. Studio only supports the 2014/2015 .fbx file format, while Maya exports using the 2019.2 .fbx version. The way around this is to export my mesh to Blender, and then export it out of Blender as a .fbx file, since Blender’s .fbx plugin is the 2014/2015 edition. Sorry Zak, changed the answer to this post