importing OBJ model repeated "invalid function call"failures

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%.