i need help
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 From:  Michael Gibson
8754.21 In reply to 8754.20 
Hi 4rw1n, looks like it could be a bug in MoI's mesh generation, strings like the -1.#IND000 are used for certain special floating point values that aren't regular numbers. They can result from the program reading from uninitialized memory or things like division by 0.

Can you please send the .3dm model file to me at moi@moi3d.com so I can test it over here and fix the bug?

If your model has extremely large or small coordinate values that might also be part of the problem.

- Michael
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 From:  4rw1n
8754.22 In reply to 8754.21 
Hi Michael..

here is my .3dm model and also .obj what i cant open in blender..
https://files.fm/u/j3mfuq2j

here screenshot to see how i save and how export model.
https://imgur.com/zMK7mOY
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 From:  Michael Gibson
8754.23 In reply to 8754.22 
Hi 4rwin, the bug is in the automatically generated texture coordinates. If you're not using those you can turn them off by a setting in moi.ini :

[OBJ Export]
<....>
WriteTextureCoordinates=y


Set that to WriteTextureCoordinates=n and then that should avoid the error.

The error is just on 6 lines in the .obj file so it's also possible to edit the file and repair it.

I'll investigate it further to see if I can identify what particular surface triggers the bug and see if I can fix it.

Thanks, - Michael
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 From:  4rw1n
8754.24 In reply to 8754.23 
i cant find where i will turn off this texture coordinates
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 From:  Michael Gibson
8754.25 In reply to 8754.24 
Hi 4rw1n, in MoI go to Options > General and push the "Edit .ini file" button. On the dialog that pops up click the "Exit MoI and launch moi.ini" button.

MoI will close and the moi.ini file will open in notepad.

Inside notepad do a Ctrl+F to bring up the Find dialog. In "Find what:" type in texture and hit Enter. The window will scroll to WriteTextureCoordinates=y at the bottom. Edit that to be =n and then exit notepad and save changes.

If you then launch MoI and redo the export I think it should go into Blender ok then.

- Michael
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 From:  Michael Gibson
8754.26 In reply to 8754.24 
Hi 4rw1n, there are 1 or 2 degenerate faces in the model with all their surface area completely trimmed away and the UV coordinate bug (division by zero) happens when processing those particular faces. I've got it fixed for the next v4 beta release. Thanks for reporting the problem and for sending the model so I could find the bug.

For the moment, turning off UV coordinate export as described above should avoid the bug.

- Michael
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 From:  4rw1n
8754.27 In reply to 8754.26 
hi Michael, thank u a lot. now i can import .obj in blender..
really i never seen like this forum..everything what i ask i get answer..
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 From:  4rw1n
8754.28 In reply to 8754.27 
hello..

I keep working the tractor..i forget little moi3d long time im not use hhh.. but this program is very good and fast i back..
new picture..
https://imgur.com/5V6nJAS
https://imgur.com/vsXAyqf

i have some questions...its posible use color in moi and open in substance painter and use that color like color ID.. i think u understand what i ask..
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 From:  bemfarmer
8754.29 In reply to 8754.28 
Does the import to substance painter involve UDIM uv's and/or fbx or OBJ import?
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 From:  Michael Gibson
8754.30 In reply to 8754.28 
Hi 4rw1n, MoI can export colors to .obj format, your list of styles in MoI will become the materials list and material assignments.

So try using that format for transferring over.

- Michael
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Message 8754.31 deleted 29 Oct 2018 by MICHAEL GIBSON

Message 8754.32 deleted 30 Oct 2018 by MICHAEL GIBSON

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 From:  4rw1n
8754.33 
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