heygune Posted December 15, 2015 Share Posted December 15, 2015 Question: why do all my w2mesh files keep exporting as simple cubes/why do my exported fbx files open as simple cubes? No matter what I try, Blender just keeps opening them as the default cube. I've tried my own batch files, ModKitchen, and even had a friend look at it; I'm stumped. What am I doing wrong here and how do I fix this issue? Any help appreciated. Thanks! Link to comment Share on other sites More sharing options...
Cauze Posted December 18, 2015 Share Posted December 18, 2015 (edited) I encountered this problem after uncooking a "mod(name) \ content" folder, then used the Export Asset function with Mod Kit Gui v 1.2. After converting the .w2mesh to .fbx, it imported into Blender as a cube. How are you converting your .w2mesh files? Edited December 19, 2015 by Cauze Link to comment Share on other sites More sharing options...
Budong Posted January 9, 2016 Share Posted January 9, 2016 Encountering the same issue here... just doing a test with Geralt's horse since it's one of the official modkit examples... but I'm getting the same cube problem. I called wcc_lite as follows... wcc_lite export -depot=d:\TW3uncooked\ -file=d:\TW3uncooked\characters\models\animals\horse\draft\model\b_01_hd__brown_rideable.w2mesh -out=d:\b_01_hd__brown_rideable.fbx ... and wcc_lite does export the .fbx for the mesh and the .xml for the materials. The w2mesh file is 1,716,714 bytes and the .fbx is 89,600 bytes.. When I open the .fbx in Blender 2.76 though, instead of a horse I get a cube composed of tris... :) Link to comment Share on other sites More sharing options...
Budong Posted January 9, 2016 Share Posted January 9, 2016 Tried reverting to Modkit v.1.0 since that's what the original Roach tutorial was done with... and it does the same thing. 88K .fbx that imports as a cube. According to Biozokker's posts though, we should be getting models without the armature. Interesting thing to note though: the cube is not the Blender default cube. That one is composed of quads, and the one that appears after an .fbx import is composed of tris. Link to comment Share on other sites More sharing options...
Budong Posted January 9, 2016 Share Posted January 9, 2016 ... and as Biozokker's tutorial lists "Blender 2.75", just tried reverting to Blender 2.75a (x64) in case something was buggy in 2.76... still cubes. Link to comment Share on other sites More sharing options...
Budong Posted January 9, 2016 Share Posted January 9, 2016 Converted the .fbx to .dae with an on-line mesh converter... upon opening, it's a cube composed of tris. ;) So, it would seem like the .fbx isn't being exported from modkit correctly... Link to comment Share on other sites More sharing options...
Budong Posted March 24, 2016 Share Posted March 24, 2016 Found the solution, in case anyone is still having the same problem. The -file switch will ONLY take a relative path. If you use an absolute path starting with a drive letter, it fails. So, this won't work:wcc_lite export -depot=d:\TW3uncooked\ -file=d:\TW3uncooked\characters\models\animals\horse\draft\model\b_01_hd__brown_rideable.w2mesh -out=d:\b_01_hd__brown_rideable.fbx ... but this will work:wcc_lite export -depot=d:\TW3uncooked\ -file=characters\models\animals\horse\draft\model\b_01_hd__brown_rideable.w2mesh -out=d:\b_01_hd__brown_rideable.fbx Roach's .fbx when properly exported will be 25MB / 25,857,792 bytes. Link to comment Share on other sites More sharing options...
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