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Posted (edited)

http://imgur.com/dmbN35a

 

It just wont disappear someone was kind enough to try to help me earlier with some videos on setting up 3DSMax i followed them but I still got this error.

 

 

The export error

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Sphere. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane_031. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Circle_032. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane_021. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane.031. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Circle.032. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane.021. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525.

 

http://imgur.com/4Jmc9fm <my material nodes

Edited by daza7
add info
Posted

Have you set each material as 'cool'?

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Posted
Daza check object in 3ds with same name on model: Sphere, Plane_031, Circle_032, Plane_021....

I did :) all have uv maps

Have you set each material as 'cool'?

 

Have done this

Posted

Make a material and make it cool

 

then add it to the whole mesh > export see if it works

 

if it does then add the uvs one by one while exporting.

 

EDIT: also how are you exporting

 

File export as or by the export tab thingy pop up?

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

please post a material editor slot screenshot

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Posted (edited)
Make a material and make it cool

 

then add it to the whole mesh > export see if it works

 

if it does then add the uvs one by one while exporting.

 

EDIT: also how are you exporting

 

File export as or by the export tab thingy pop up?

 

I'm exporting using FBX binary 7.4 with the UV box selected, I also tried exporting with OBJ ofcourse with UV's selected. furtermore I tried exporting via .3ds which made no difference.

 

please post a material editor slot screenshot

 

bottom half http://imgur.com/LrUZeDs

 

 

top half http://imgur.com/NgJrDtT

 

 

Edit if you both want i can link the clean .blender file so you can both look at it and see if it is broken for you.

Edited by daza7
Posted
Joey was referring to your 3ds max edm export.

 

attachment.php?attachmentid=139536&stc=1&d=1461709604

attachment.php?attachmentid=139537&stc=1&d=1461709604

 

 

Ok update. I managed to finally get the model into ed model viewer. but it is completely hit and miss on the export. %50 of the time it gives me some chinese character error the other %50 it imports it into ed model viewer at a huge scale. I had to remap all of the uv maps then edit the channel info. however the model looks like a complete mess now that it edited some of the objects 3d position. Maybe i need to force apply the position scale and rotation of it.

 

 

edit for people that want to see my .edm settings. http://imgur.com/Pjgfy80

Posted (edited)

In the EDM Export Toolbar options you can change the scale it exports in the 'model Scale' dropdown box.

 

Also what version are you using?

Edited by joey45

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted
In the EDM Export Toolbar options you can change the scale it exports in the 'model Export' dropdown box.

 

Also what version are you using?

 

I am using yesterdays (26/4/2016) build for both the EDM export plugin and EdModelViewer.

  • 4 years later...
Posted

Sin-t-tulo-1.jpg

 

I understand that the question is old, but maybe someone will come looking for a solution

 

I was struggling with this problem

 

Confirm that there is no user definition in the object properties, it seems that EMD export does not want any of this there

  • 1 month later...
Posted

I can help!

 

 

I recently had this exact same issue crop up.

It would only occur when opening a older max file.

 

 

For reasons unknown, Max picks up all kinds of object info,

and places it in the properties user box dialog.

 

 

 

 

CHAPE is 100% correct.

 

 

Open each object's properties box, click the user section,

Right click, select all, right click, delete.

 

 

You must do this for every object listed.

 

 

To help find the offenders,

 

Select all,

Click the "select by name " box and search.

 

 

Once I did this, the edm exported fine.

 

 

Hope this helps.

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Posted

If You Select All, Open Properties and Type Anything: (ie "TEST") in the User Defined, Press OK, It will Make User Properties for All objects the same,

 

Repeat and Clear the User Defined, to Clear all objects.

 

Quicker than going Object by Object.

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