Hi,
I have been exporting OBJ models from Reality Capture to Blender in order to close some of the holes in them. I export them as untextured meshes in OBJ format.
When I try to re-import the exact same model to the exact same project from Blender so I can texturize the model in RC, I get two warnings: first is that there is no .rcInfo companion. The second one that keeps happening is I get a “Invalid function call” failure. The “invalid function call” warning doesn’t happen on every model. It is kind of random.
Any advice?
Thanks.
Hi Julie Scott
check the mesh integrity. if remember Blender had some issues with proper OBJ exports. If possible use Meshlab or Zbrush and import/export the OBJ
Wishgranter wrote:
Hi Julie Scott
check the mesh integrity. if remember Blender had some issues with proper OBJ exports. If possible use Meshlab or Zbrush and import/export the OBJ
Meshlab keeps crashing when exporting obj files. Zbrush is out of our price league for now. If you know of any other programs that can help, please recommend them.
I am simply trying to close holes on the bottom of my models, and I keep running into issues at every turn. The information that is available online is hard to find, and doesn’t exist in only one place.
I finally fiogured out how to close mesh holes in Blender, only to have the import-export function repeatedly fail on me, randomly. Sometimes obj files exported from Blender work in Reality Capture, sometimes not, and Mesh Integrity does not seem to matter.
RealityCapture really ought to have a function to make closing holes in meshes possible within the program. At least please provide a tutorial for the various ways it is possible to make meshes watertight.
Hrrrmmm,
What sort of size models (polycount) are you trying to mess with? Meshlab is in my workflow (for closing holes) and hasn’t given me issue - is it throwing up an error or just crapping out sans dialogue?
Even if you didn’t texture, destroy all UV maps in Blender and re-create/atlas some ones (can be totally bogus). RC always throws me an error if I don’t wipe and re-atlus my UVs. I use Modo for all the reconstruction though, so don’t know a ton about Meshlab or Blender to be honest.
Talking about errors, a major project I’ve been working on has been crashing out over multiple versions of RC due to some picture somewhere in the 2,100 I took. Got it narrowed down to about 100 pictures - anyone else have this problem; that they can’t texture (quits without error) due to something in an image?
Castlenock wrote:
Hrrrmmm,
What sort of size models (polycount) are you trying to mess with? Meshlab is in my workflow (for closing holes) and hasn’t given me issue - is it throwing up an error or just crapping out sans dialogue?
Even if you didn’t texture, destroy all UV maps in Blender and re-create/atlas some ones (can be totally bogus). RC always throws me an error if I don’t wipe and re-atlus my UVs. I use Modo for all the reconstruction though, so don’t know a ton about Meshlab or Blender to be honest.
Talking about errors, a major project I’ve been working on has been crashing out over multiple versions of RC due to some picture somewhere in the 2,100 I took. Got it narrowed down to about 100 pictures - anyone else have this problem; that they can’t texture (quits without error) due to something in an image?
I’m using 2.5M tri-sized models and smaller. Meshlab was just crapping out with no error dialogue. Literally just shutting down every time I tried to export the obj.
I am relatively new to 3D modeling. I’m not sure what “wipe and re-atlas UVs” means exactly.
I haven’t had texturing errors within RC, for what it’s worth.
I am open to all semi-affordable suggestions for a new workflow for closing holes. For now, I am just using blender to do it, but man is it complicated. I am not tied to blender, nor meshlab for that. It’s really a shame this can’t be done within RC.
Julie Scott wrote:
I’m using 2.5M tri-sized models and smaller. Meshlab was just crapping out with no error dialogue. Literally just shutting down every time I tried to export the obj.
Hrrrmmm. I’m getting back into my workflow after a long hiatus for focusing on other things, I think I’ve seen this before, if I run into it I’ll report back. My knowledge here is sparce. Can you go into detail of what you are doing exactly? ‘Go into Meshlab -> repair holes -> export’ ?
Julie Scott wrote:
I am relatively new to 3D modeling. I’m not sure what “wipe and re-atlas UVs” means exactly.
Realize this is total blind leading blind here so I don’t really know what wipe and re-atlas means either :roll: … I’m probably saying it wrong… Anyways , I’ve had import errors, sometimes down the road (after I do something) with RC and I realized it was only after I added any sort of repair/polygon to my mesh (fill holes for example) with any piece of software (Meshlab, Modo, etc.). Couldn’t for the life of me figure it out until I did the UV wipe-and-redo-before-import-to-RC thing. UVs are ‘maps’ that say where the specific points of your texture files bind to the vertexes in your 3d model (I think, someone correct me if I’m off here…). RC outputs all of that stuff in a knot, and freaks out if there is new geometry that doesn’t fit the UV stuff it created, so you need to use your 3D modeling software (Blender/ML) to get rid of your UV maps on the textures and create new ones. One of the way to create new auto-generated UV maps is by using an method [?] called ‘Atlas’. I learned how to do this in Modo, so can’t direct you with the other stuff. Some people don’t seem to need to do this, but it has solved most of my issues most of the time in these areas.
Julie Scott wrote:
I haven’t had texturing errors within RC, for what it’s worth.
…and may you never still. One of those things where if it goes wrong, it’s like stumbling on a needle in a haystack. Added difficulty is that needle looks exactly like a piece of hay - can’t figure out if the image or thing I changed worked for another 8 hours before I get to try again…
Julie Scott wrote:
I am open to all semi-affordable suggestions for a new workflow for closing holes. For now, I am just using blender to do it, but man is it complicated. I am not tied to blender, nor meshlab for that. It’s really a shame this can’t be done within RC.
I think the lines between RC and 3d Modeling must be REALLY hard to draw for the developers - they expect most people to have 3d modeling tools in the pipeline that does this sort of thing but yes, I agree with you, having fix holes in RC would be tremendously helpful and cut out a lot of time and headache. More so, I think, than a lot of other features I’d like. Not more so than localized simplification (being able to tell a piece of your model to simplify to a polygon count not the whole thing), however. For large VR scenes, the ‘simplify everything or simplify nothing’ approach is adding many hours bopping between my 3d modeller and RC, as when I simplify a 800 M model to 2 M, I don’t want 40% of those polys dedicated to a brick wall and rather the many objects I’m trying to pick up. They put that in there, my workflow goes down a solid 15% to 20%.
I recommend you to add your request for the hole-closing tool directly to this topic: Close holes
Hrrrmmm. I’m getting back into my workflow after a long hiatus for focusing on other things, I think I’ve seen this before, if I run into it I’ll report back. My knowledge here is sparce. Can you go into detail of what you are doing exactly? ‘Go into Meshlab -> repair holes -> export’ ?
I had been doing exactly that with Meshlab, and it failed every time, so I switched over to Blender. Now, exporting OBJ files to RealityCapture fails randomly. It’s very frustrating. Some models can be exported and imported just fine. Others fail sometimes but not all the time. Some never work.
My basic workflow is: align and produce a basic mesh in RC>export to blender to close holes/fix weird geometry>export to RC for texture.
I am at every step saving as both a project file native to the app in use, and then as OBJ, with vertices textures included.
I think the lines between RC and 3d Modeling must be REALLY hard to draw for the developers - they expect most people to have 3d modeling tools in the pipeline that does this sort of thing but yes, I agree with you, having fix holes in RC would be tremendously helpful and cut out a lot of time and headache. More so, I think, than a lot of other features I’d like. Not more so than localized simplification (being able to tell a piece of your model to simplify to a polygon count not the whole thing), however. For large VR scenes, the ‘simplify everything or simplify nothing’ approach is adding many hours bopping between my 3d modeller and RC, as when I simplify a 800 M model to 2 M, I don’t want 40% of those polys dedicated to a brick wall and rather the many objects I’m trying to pick up. They put that in there, my workflow goes down a solid 15% to 20%.
Yeah, it’s been interesting to see the lack of uniformity in the workflow process for 3D modeling, and I’m still floored that there isn’t a single program that lets photo scanners like myself do everything in one place.
The only time I tried to import from a Blender export I had the same issue… Are there settings we need to select for exporting in Blender?
What is the RC settings for exporting vs the blender settings for exporting? Maybe someone from RC can help define those?
Mike Simone wrote:
The only time I tried to import from a Blender export I had the same issue… Are there settings we need to select for exporting in Blender?
What is the RC settings for exporting vs the blender settings for exporting? Maybe someone from RC can help define those?
I don’t know the answer to this, but I will say it is a very random experience for me. Sometimes a complex model exports to RC fine, other times a simple model causes RC all kinds of fits. I agree some published import-export standards would help.
Hi
please read http://www.guruware.at/main/objio/index.html
My importer refuses to import crappily formatted exports from other applications.
If you don’t like this type of behaviour, you can always use Polytrans,
but be ready to watch a backwards running progress bar.
You will also get a camera imported that you don’t need which is placed incorrectly.
Yes, Polytrans has an option not to add a camera, but even when this option is selected a camera is still added.
Here is a little tip on the progress bar issue, if you don’t update the progress bar after every byte is read,
it will be much faster. Hmmm and they call themselves ‘professionals’its realy annoying to see what people are doing to this poor obj-format
one of the worst is lightwave, version 9 and still no clue how to write a simple obj…
eq. a big vertextable for all objects, then before each face/quad the texture-coords, what’s that crap ?
2nd: some faces from object A, then some from object B, again some from A
vertex-indices positive, texture-indices negative tells a lot about how they “manage” their objects internaly
and i was thinking poser exports the worst format…another tip for this riptide c4d exporter, why are no names of objects exported
why they are defined in a self-invented tag (#r) ???
or are there no names in the best app of the universe ?PS: I realise I may offend some people by making such statements.
However, it makes me happy knowing that at the very least, I managed to inform of you of such issues.
We have a right to expect more from software developers.
And this is very well know issue with freeware or other lowcost solutions with export-imports.
That mean “randomly” occurring issues are mostly refereed to this issue as its not stable exporter.
try this export settings
And eventually DISABEL/EANBLE NORMALS exports as that can use issues too
Blender.png
Have you tried CloudCompare yet?
I think they also have simplification and it’s free and generally awesome.
If that doesn’t help, have you tried to reconstruct the surface as a whole?
That means let a program of your choice (e.g. meshlab) put an entirely new surface onto the old one and thereby fix problems (like small holes) in the process…
Hello Julie.
Can you write your PC specification and windos version?
Also can you remember how far you system was installed? And check HDD S.M.A.R.T. status too.
Because MeshLab that crashed on 3M mesh is more like software/hardware problem.
It perfectly work with 20-50Mln poly meshes on not new GTX960, but with 32-64Gb or RAM. Because serious 3Dscanning and 3D works, as graphic software for this moment required at least 32Gb of RAM. 64Gb is better. (16Gb is ok, but for child work or for running VNC terminal).