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Trouble correctly exporting/importing a model to FBX for a steam VR environment
I have been trying to import a dragon fly model I made in maya to the model editor in the workshop tools. The issue is that the model, once imported has a few verticies of it's wing joint stretched backwards by a large amount (with the red outlines on the edges all over).

The model itself is pretty low poly (200ish faces) but the wiki said that it would likely be an fbx exportation error. Well a few hours of troubleshooting I kept getting the same issue.

I tried selecting different export options then the wiki said, I tried only exporting the mesh solo, I tried exporting the mesh with the skeleton, and exporting the mesh+Skeleton+animation as one and it still didnt work.

I am still a novice at this so it is likely a novice mistake. If anyone could offer a tip of what the solution is I would be very grateful.
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Showing 1-9 of 9 comments
Praxeos1 4 10 Apr, 2019 @ 8:17am 
I'm pretty new to this myself, so not sure if I can be much help, but I'll give it a go. I do a lot of my modeling in Hammer. I have, however, imported some stuff from Blender. I've tried importing as fbx and obj. I usually have better luck importing obj files. You may want to give that a try. If the whole model is a red mesh, that means the materials didn't import. If that's the case, you can follow the materials section of this tutorial (it's a Blender to Hammer tutorial, but the material set up should be similar)- https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890780029

If the red lines are just on some of the edges, I have also seen that before. Hammer sometimes has trouble importing some of the modifiers from Blender and edges can come out twisted or overlapped. I'm guessing it could be the same with Maya. If the problem isn't too bad, I can usually just highlight the offending edges or vertices in Hammer and move them slightly to fix it.
Damp Bees 2 10 Apr, 2019 @ 2:25pm 
Thanks, I got it to import with the texture but the wing is sill an issue. I didnt know you could physicly edit models in hammer. I thought it was only minor modifications. How would I move verticies in the model editor?
Praxeos1 4 11 Apr, 2019 @ 9:09am 
If you imported it as a model, instead of a mesh, you will need to right-click it in the hammer window and change it to editable mesh (I'm not at my computer right now, but I think it's a couple menu items deep, click on something like object or entity in the first right-click menu and get another set of menu options). Then, you should be able to use the icons at the top to turn on vertex-select and make the desired edits. I have not used any animations or done any rigging (just made simple physics props), so I don't know if your model's skeleton will be negatively effected by converting it to mesh.
Praxeos1 4 11 Apr, 2019 @ 12:33pm 
I should clarify: If it's a model, drag it from the asset browser, into the scene window. Right-click that and convert to editable mesh. When finished with your edits, you can convert it back to a model and overwrite the previous one. There may be a way to do it within the model editor, but this is the way I have always done it.
Damp Bees 2 4 May, 2019 @ 12:00pm 
That seemed to have worked. (sorry for the long responce time, things got busy) Now I just got to get the texture and animation working with it. thanks
Praxeos1 4 4 May, 2019 @ 12:10pm 
Glad that it worked out.
Damp Bees 2 4 May, 2019 @ 12:49pm 
Well I still have the similar issue. I still cant get bones on to it afterwards, it causes a crash. It seems to just be an issue with the model itself because when imported alone it is broken. What would cause it to break like that?
Damp Bees 2 4 May, 2019 @ 1:21pm 
holy cow I fixed it. I took the mesh and pasted it into a new maya scene then exported it to fbx. Then once imported to Steam Vr again it doesnt break. All I need to do now is reanimate it to do what I want.
Praxeos1 4 4 May, 2019 @ 2:59pm 
Nice! Hammer can be pretty temperamental. When something doesn't work, I often try random stuff until I find a workaround.
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Showing 1-9 of 9 comments
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