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Topic: KeyShot object name problem  (Read 12908 times)

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November 11, 2014, 10:27:58 am
Hay, why when I import models from Nvil to Keyshot I lost all objects names? In Cinema 4D, all names present but in keyshot no. Also I exported the same file from C4D to Keyshot and all names are here. What it can be?
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November 14, 2014, 09:13:29 am
What file format do you use? Can you show me a simple file exported from C4D?

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November 16, 2014, 07:57:18 am
I exported in .obj in .dae everything is ok.
Here are files, from C4D, Silo and Nvil. From C4D and Silo everything is ok, from Nvil no. Check it.

http://we.tl/2IZymPLFpk

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November 16, 2014, 08:14:59 am
Check this option and see if it works.
Edit > Options > File Format Options > Obj > Regroup polygons by meshes.

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November 16, 2014, 09:03:35 am
I checked it, now names in keyshot appears, but they are always - object1, object02 (no matter how I name them in Nvil)... In C4D they looks the same - object1, object02.
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November 16, 2014, 10:04:05 am
Can you show me three very simple files from NVil, C4D and Silo? It will only have one simple plane object with only 4 vertices. I need to compare the differences. The previous files are too big when opened in a text editor.

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November 16, 2014, 11:31:15 am
Probably that's because NVil uses object names (o) in the .obj file, while most programs expect group names (g).
For example, Houdini will use group names to divide geometry from the imported Wavefront file to primitive groups. Object names are completely ignored. In Maya, if you supply it with an .obj that uses object names instead of group names, all your objects will be merged into one.

The first thing I always do after exporting out an .obj file from NVil, is to replace all occurences of "o " string with "g ".

It would be nice if using group names instead of object names was available as an .obj export option.
« Last Edit: November 16, 2014, 11:32:58 am by rubberDuck »

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November 16, 2014, 07:06:52 pm
Hay, why when I import models from Nvil to Keyshot I lost all objects names?

The last time I used "Keyshot" it required material groups. (each object with its own material name)

« Last Edit: November 16, 2014, 07:19:24 pm by steve »

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November 16, 2014, 07:12:19 pm
For example, Houdini will use group names to divide geometry from the imported Wavefront file to primitive groups. Object names are completely ignored.

I never had much luck importing .obj files into Houdini, regardless if the objects within the file where "o"(objects) or "g"(groups). You would be better to export from Nvil as Callada(dae), which Houdini will automatically split(into separate objects) and keep any applied materials.

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November 17, 2014, 07:48:56 am
IStonia,
here are files:
http://we.tl/kCwIdDXTDr

From Nvil I tourn off regroup polygons by meshes.
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November 17, 2014, 10:11:19 am
samardac,

Why are you exporting using .obj when collada(.dae) can be used without problems?

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November 17, 2014, 10:40:16 am
IStonia,
here are files:
http://we.tl/kCwIdDXTDr

From Nvil I tourn off regroup polygons by meshes.

Can you send me one that 'Regroup polygons by meshes' is on?

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November 17, 2014, 12:34:06 pm
Steve, I prefer to work with .obj.

IStonia, here is it http://we.tl/vIuUgemyge
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November 17, 2014, 01:46:30 pm
Steve, I prefer to work with .obj.

I have not used .obj format for quite a while, but I just made some checks. I am not seeing a problem.

Quick test with 3 named objects (box, sphere and cylinder)



Exported as .obj file from Nvil with option "Regroup polygons by meshes"

Imported into C4d, correct.


Imported into Silo, correct.


Imported into Keyshot 5, correct.

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November 17, 2014, 02:47:45 pm
Hay Steve,
I just cheked once again and looks like it work.
But when tried previously with regroup polygons, keyshot showed me objwcts like - object1, object02 (no matter how I name them in Nvil).
IStonia sorry for this, have no idea what it was.
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