Unity fbx exporter script support1/17/2024 Somebody told that "it seems one of the objects you are trying to import to FBX has a script in which you may have an array that is null or is getting out of range. I get the following error when try to export some of the objects: Some of the objects can be easily exported, but some of them not. In order to do so I use "FBX Exporter (beta)". I would like to export all the objects (buildings, trees, and streets) as FBX. It consists of several 3D buildings, trees, and streets. UnityEditor.GenericMenu:CatchMenu(Object, String, Int32) IndexOutOfRangeException: Array index is out of range.įb圎+MeshInfo.get_Binormals ()įb圎 (Fb圎 mesh, fbxMesh, System.Int32 unmergedTriangles)įb圎 (Fb圎 meshInfo, fbxNode)įb圎 (UnityEngine.GameObject gameObject, fbxNode)įb圎 (UnityEngine.GameObject unityGo, fbxNode, fbxScene)įb圎 (UnityEngine.GameObject unityGo, fbxScene, fbxNodeParent, Int32 exportProgress, Int32 objectCount, Vector3 newCenter, TransformExportType exportType)įb圎 (IEnumerable`1 unityExportSet)įb圎 (System.String filePath, UnityEngine.Object objects)įb圎 ()įb圎 (UnityEditor.MenuCommand command) Though the workaround is simple (set to calculate at import for instance), you might want to catch it. Hi, i get an error when the tangents of the original model are messed up or not there. I hope this plugin goes on to support more Autodesk software and continues to improve workflows and pipelines. It's worth noting that when transferring the file with a USB stick it works just fine on at least 1 computer. After committing the file gives the error above on my colleagues computer and my home computer. After some changes in the import settings I committed the model using Perforce. This model I exported to Anvil.fbx and it shows up just fine. In 3ds Max I removed the cube and built a new model. I opened this FBX with Autodesk 3ds Max 2016. After importing I created a cube and exported the model to an FBX. I have downloaded the FBX Exporter from the Asset Store and imported everything except the integrations folder. The plugin seems to work fine on my local machine but when sharing an FBX with at least 2 other computers via Perforce it gives us this error:Ĭouldn't import file D:/Perforce Projects/Shopkeeper/Unity/Assets/Art/Models/Furniture/Anvil/Anvil.fbx. When I heard of this plugin I was excited to start using it. (UnityEditor.Editor editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1240) `1.RemoveAt (Int32 index) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib//List.cs:538)įb圎 ()įb圎 () Make sure they are balanced)ĪrgumentOutOfRangeException: Argument is out of range. GUI Error: You are pushing more GUIClips than you are popping. UnityEngine.GUIUtility rocessEvent(Int32, IntPtr) Unexpected top level layout group! Missing GUILayout.EndScrollView/EndVertical/EndHorizontal? The errors are below, and I'm using Maya 2018 and Unity 2017.2.0f3 I have exactly the same problem as Thomas plus a bunch of errors in the console everytime I interact with FBX Export Settings window like moving my mouse into and out of that window area or checking and unchecking options.
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