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.dae export error

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40
Country
australia
Hi guys when im trying to export an object from sketchup to Modelconverter upon importing to MC as a .dae file Im getting this error

An error occured during importing the selected file

Message:
Arithmetic operation resulted in an overflow.

StackTrace:
at COLLADA.Document.GetArray[T](XmlNode node)
at COLLADA.Document.Primitive..ctor(Document doc, XmlNode node)
at COLLADA.Document.Mesh..ctor(Document doc, XmlNode node)
at COLLADA.Document.Geometry..ctor(Document doc, XmlNode node)
at COLLADA.Document..ctor(String name)
at ASToFra.ObjectReader.DAEReader.Read(String filename)
at ASToFra.ObjectReader.AllObjectReader.Read(String fileName)
at ASToFra.ModelConverterX.MainWindow.bwImporter_DoWork(Object sender, DoWorkEventArgs e)

could some please enlighten me on what im doing wrong or what is happeneing please
 
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model complexity -- full sentences please


This isn't the telegraph office, we don't pay per glyph, all letters and periods are as free as your willingness to be understood by everyone seeking solutions.
 
Perhaps these Sketchup plugin Ruby scripts might be used for greater control over texture naming and UVW mapping of distortions after baked into 'unique' face mapped textures ...during export of Collada *.DAE files ?

http://sketchucation.com/forums/viewtopic.php?t=41441

http://sketchucation.com/pluginstore?pln=ae_MakeUnique


http://sketchucation.com/forums/viewtopic.php?t=40397

http://sketchucation.com/pluginstore?pln=ColladaWithTextureNames



BTW: While researching this issue on Google, I incidentally discovered this reference to implementing / preserving component hierarchies for ex: "instancing"; possibly this might prove to be of interest to Arno if / when he works on creating a Collada DAE exporter for MCX ?

https://asmaloney.com/2011/11/code/collada-files-and-sketchup-component-hierarchies/



PS: An interesting discussion with a worked example by Aerilius, the author of the above Sketchup plugins, showing how to make highly complex, textured geometry efficient using components for "instancing" ...in Sketchup.

http://sketchucation.com/forums/viewtopic.php?t=19411

http://sketchucation.com/forums/viewtopic.php?f=81&t=24790


Hmmm... can a FS MDL internally utilize 'mirrored' geometry, and can it also use "instanced" geometry ? :scratchch


As a relative newcomer to 3D modeling for MSFS, these threads raised questions again (for me, at least :confused:) as to whether the FS compilers actually may be able to preserve such geometry:

http://www.avsim.com/topic/74762-fsx-model-display-problems/

http://www.flightsim.com/vbfs/showthread.php?281618-gmax-model-looks-wrong-when-exported-to-FSX

http://www.fsdeveloper.com/forum/threads/material-help.433767/

http://www.fsdeveloper.com/forum/threads/triangles-vertices-and-drawcalls.434086/


Knowing that FS utilizes DirectX 9 / 10 (MS) and 10 / 11 (LM) for rendering textured 3D models, I wonder if there is (already ?) a obscure / undocumented way to implement "instancing" within a MDL ? :stirthepo

http://www.fsdeveloper.com/forum/threads/triangles-vertices-and-drawcalls.434086/#post-711619

https://www.google.com/#q=DirectX+instancing



OK, just one more (sub-)topic digression
: :duck:

Efficiently Drawing Multiple Instances of Geometry (Direct3D 9)

https://msdn.microsoft.com/en-us/library/windows/desktop/bb173349(v=vs.85).aspx


Rendering Countless Blades of Waving Grass


http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html


Instancing in DirectX-10

https://software.intel.com/en-us/articles/rendering-grass-with-instancing-in-directx-10


DX-10 Skinned instancing:

http://developer.download.nvidia.co...nstancing/doc/SkinnedInstancingWhitePaper.pdf

...and a YouTube demo:

DirectX 10 - Skinned Instancing (think instead of: creating moving forests of trees / fields of grass ? :idea: )



Hope this helps ! :)

GaryGB
 
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check

model complexity -- full sentences please


This isn't the telegraph office, we don't pay per glyph, all letters and periods are as free as your willingness to be understood by everyone seeking solutions.

I am not sure what this means and I don't think it is particularly helpful to the OP or the thread. Clearly you did understand what was meant however it took me a while to figure out what you meant. Perhaps we can concentrate on helping folks ;)
 
I am not sure what this means and I don't think it is particularly helpful to the OP or the thread. Clearly you did understand what was meant however it took me a while to figure out what you meant. Perhaps we can concentrate on helping folks ;)
Jon I am glad to elaborate because I agree it is important to help people, I might even get you to change your mind about the op if you give me a chance. Normally I try to be extremely concise because I think long wordy posts tend to confuse more than elucidate. I get that I am succinct, blunt even and I suppose I opt for information exchange as opposed to gathering likes. I hope you would agree that, as a general rule, I try to be informative. When composing posts, I try to be aware that the forum serves as an archive of problems and solutions and I also try to be aware simmers from a great variety of cultures and languages will visit and search this archive. Some of them may not understand n37sp33k (netspeak).

On this particular instance, I saw that jeansy had posted on a problem that I felt and Doug also implied was fairly common, Arithmetic overflow. The usual culprit of model complexity can actually be fairly diverse, in my experience. On one or two occasions I have seen the condition relieved by reducing file complexity, such as removing groupings and duplicated textures. This relief does not come at the cost of actual polygon reduction as would be the case in the more common occurrence of simply too many polygons. There are other conditions that apply to the arithmetic overflow situation, but none of them count until jeansy supplies more information beyond a copy/paste of a portion of the debug log and a few words of description.

Meanwhile Doug and Gary have gone into large elaborative posts that are obliquely tied to the OP's question. It seems like you should be telling Gary the same thing, he didn't answer the question at all, it's like a note to Arno. Is it all the smilies or something? :confused:Doug hit on two causes, :teacher: so now we have three possible smoking guns :duck:as to why this particular Collada won't import to MCX and I think in the interest of the archive it is prudent to request we don't converse in netspeak.:tapedshut I'm not trying to be mean or dismissive. I feel like the op tapped out a post without thinking about it much and I am suggesting he put more thought into the problem:idea:, maybe approximately equal to any of the solutions thus far offered and I think doing so is more likely to get him a final solution. :twocents:


I am hoping at this point you and anyone reading will agree, "that's not so unreasonable" and looking back at my original post you will also agree it conveys the same idea while being less likely to earn likes and is much easier to type. :)
 
Now for some comedy relief:


I personally find comedy relief particularly appropriate at times such as this; however, of my own volition, and in an effort to avoid any further mis-interpretation of my ongoing benevolent intentions for this thread (and others here at FSDeveloper), I have edited my post above to allow anyone the opportunity to derive any potential sense of humor from what remains linked above. :)

GaryGB
 
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This isn't the telegraph office, we don't pay per glyph, all letters and periods are as free as your willingness to be understood by everyone seeking solutions.

meh....


Thanks Gary and Doug for the reply, so in short the model Im trying to import is too complex for M/C? saying that and being a virgin at importing and exporting from S/U to M/C its looking like i have more reading to do.

Is there a rule of thumb for complexity and size for exporting to M/C?
 
meh....
Is there a rule of thumb for complexity and size for exporting to M/C?
There is a rule of thumb. Did you review the thread Doug linked? I ask because there is a lot of information in there about models and polygons, so I am thinking that even after reading it, it didn't solve your problem. Maybe you could tell a little about your model, like it's size, unless you think answers like Gary's will solve your problem.
:wave:
 
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Thanks Gary and Doug for the reply, so in short the model I'm trying to import is too complex for M/C?

Saying that and being a virgin at importing and exporting from S/U to M/C its looking like i have more reading to do.

Is there a rule of thumb for complexity and size for exporting to M/C?

Matt:

IMHO, in order for anyone here to actually provide more specific help, you need to tell us more about what 3D model you are trying to export, and preferably post the model for some one like Arno (author of ModelConverterX (aka "MCX") ...to test.

I'm assuming this is not related to a Beta test for a payware aircraft (as you have done in the past for Milviz), but if the 3D model in question is still something you need / prefer to keep confidential, I believe you could send a link to download it via a PM to Arno who might- or might not- possibly be able to find time to reply with more helpful info in regards to why MCX chokes when attempting to import your 3D model.


If this is an aircraft, you may find that certain considerations may apply to model complexity limits which are distinct from that for a static scenery object.

But in general, Google is your friend to find answers that may be scattered across many FS websites regarding 3D model complexity limits, and how to use "Unlimited Export" (aka "ULE") methods to still achieve a 3D model which exceeds those otherwise applicable limits when exporting to a format more directly used in FS ...after the MCX phase of development / modification.

And generally speaking, a Sketchup model might require a reduction in the complexity of grouping and component hierarchy structure, even more-so than it requires reduction in the amount of unique mapped textures, in order for MCX to not choke during import.


One might also wonder whether MCX also may choke during attempted import of models which have more than 65535 texture vertices within one model part (even though this is otherwise reported to be a limit of the MSFS SDK MDL compilers, perhaps it may also be based on certain limitations with the Windows DirectX sub-system):

http://www.fsdeveloper.com/forum/threads/mdl-vertex-and-or-triangle-limit.309789/


I see that one of your primary FS activities is creation of repaints / liveries for aircraft (whether freeware or payware), and if you anticipated using MCX in conjunction with Sketchup as tools in that process, you would need to be prepared for some surprises with MCX being unable to re-import from Sketchup, a texture-mapped 3D model it may have at first been able to import and export from a FS-native file format. ;)

More on possible applicable texture mapping and related model complexity limits per your question above:

https://www.google.com/#q=site:www.fsdeveloper.com+texture+vertex+limit


Hope this helps a bit more. :)

GaryGB
 
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Now for some comedy relief (before, IMHO, the seemingly inevitable occurs ...given Rick's pattern of behavior):;)

As for my own posts, I can transplant some or all content I have authored ...if necessary. :scratchch


Gary It seem that I need to remind y'all about respecting other members. This is not helpful either. Can we please stay on topic here.
 
As one of several participants in this thread, I would personally be quite willing to stay on topic; and as stated above I can transplant (or otherwise delete) any content I have authored ...if necessary.

Thanks for "staying on task" as a moderator. :)


PS: Please note that in good faith, and out of respect for others, I have opted to edit my post above: :pushpin:

http://www.fsdeveloper.com/forum/threads/dae-export-error.437546/#post-746545


GaryGB
 
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Gary, your correct its not for beta testing, its a few objects from the warehouse, im looking to use as library objects for personal use

Im busy during the week, when time permits on the weekend I will try again and post some details.
 
Sorry Gary I havent touch it since I last replied as im rebuilding my car's common rail diesel engine which is taking most of my time

when time permits i will try again
 
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