Two very diferent problems...

Started by MealeaYing, March 27, 2017, 08:18:40 AM

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MealeaYing

Hi everyone!

Here's the first (less important) problem:
I cant export usable .Obj files in KeyShot 6.x Pro.
What I end up with is a blob of vertices that are nothing like what I tried to export.

And the second:
Trying to add a material onto an object that has multiple materials is often impossible, I cant figure out where the mouse is supposed to be while dragging it over the object. If I get the area I want to change to actually change (this involves hovering over it for a while) as soon as I let go it either reverts or the material goes somewhere I didn't want it and was not even close to.
I would use the menu thingy on the right to drag stuff onto but what Im working on usually has too many items in it and KeyShot has its own naming convention for that stuff and there's no way as near as I can tell to organize all the bits of an object into a readable list. The menu thing is fine for little simple projects, but not when there are hundreds or even thousands of things in it.

Cheers, and THANKS!
Mealea


guest84672

What do you mean by KeyShot "having its own naming conventions"?

LayC42

Hello Mealea.

I have some problems to understand yours.

But first things first.
We're able to export the models as obj as the geometry is. No textures included. As I know, the export options are for 3D printing.
Hoping for an export option as fbx.

Do you have any example to explain more clearly your multi-material problem?
Are there some issues working with the scene tree. Do you noticed, that there is a search bar on the top to filter objects quickly? IMHO it's very helpful to apply a library material on many parts with the same linked material. I used it often in projects with thousands of parts. (Mostly coming from CAD programs)

MealeaYing

Quote from: thomasteger on March 28, 2017, 05:57:17 PM
What do you mean by KeyShot "having its own naming conventions"?

Actually I figured that out, (I think) I have no idea what KeyShot does, the problem I was having came I think from Blender which I use to rig ZBrush objects.

Quote from: LayC42 on March 28, 2017, 10:03:17 PM
Hello Mealea.
I have some problems to understand yours.

But first things first.
We're able to export the models as obj as the geometry is. No textures included. As I know, the export options are for 3D printing.
Hoping for an export option as fbx.

Do you have any example to explain more clearly your multi-material problem?
Are there some issues working with the scene tree. Do you noticed, that there is a search bar on the top to filter objects quickly? IMHO it's very helpful to apply a library material on many parts with the same linked material. I used it often in projects with thousands of parts. (Mostly coming from CAD programs)

The export thing I figured out too, its weird, and not fixed.
The object I was working on came out of ZBrush, into KeyShot and then I exported it back to ZBrush as a .Obj file and got a very strange lump of mesh. Opening the same object in Blender however worked fine, and strangely there was some material changes, I dont know why exactly but parts of the object were diferent colors (material) but not what they looked like in KeyShot. I was sort of hoping to be able to bake what I had done in KeyShot onto the object, then bring it  into ZBrush for more painting, but it didn't work.

The multi-material problem is a pain in the neck, picture having a striped shirt and you want each stripe to be a diferent color but the stripes are too close together and the mouse thinks it is somewhere other than where you are pointing it.
It's like trying to put material into the pupil of an eye and having it land on the neck. Or not at all. That happens a lot too. It's like the mouse doesn't know that the pupil is even there. Sometimes it does and the material changes until I let go of the mouse, but  then it either reverts, or it changes some where else.
Because I have so many parts in my objects its almost impossible to use the scene tree thingy you are talking about, and that's where the naming thing came in. I thought it was KeyShot making crazy names, but now I think it was Blender,even so, with a thousand or more parts it would take longer  to name them all that it does to make them!

Thanks you guys,
I hope that makes more sense!


Cheers,
Mealea