Lua Script error when importing from 3ds Max

Lua Script error when importing from 3ds Max

Anonymous
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Message 1 of 3

Lua Script error when importing from 3ds Max

Anonymous
Not applicable

I imported a solidworks drawing into 3dsMax successfully, then selected "Send All" to stingray.  Stingray imports fine, but when I place the asset it creates an error.  It places it but will not save it on the level, when I open the level again or preview the asset isn't there.  

 

I'm very new to 3dsMax and Stingray, any help would be appreciated.

 

This is the error:

 

 

Editor Engine / Lua: core/editor_slave/common/unit_utils.lua:104: Errorneous script data. Check your data for these problematic characters: '[ ] / \ .'

Lua Callstack
----------------------------------------

[1] [C]: in function assert
[2] core/editor_slave/common/unit_utils.lua:104: in function split_keys
[3] core/editor_slave/common/unit_utils.lua:120: in function set_script_data_overrides
[4] core/editor_slave/stingray_editor/unit.lua:56: in function init
[5] core/editor_slave/common/class.lua:9: in function UnitObject
[6] core/editor_slave/stingray_editor/place_tool.lua:30: in function _spawn_level_object
[7] core/editor_slave/stingray_editor/place_tool.lua:207: in function viewport_drop
[8] core/editor_slave/stingray_editor/level_editing.lua:118: in function viewport_drop
[9] core/editor_slave/stingray_editor/editor.lua:408: in function bind
[10] core/editor_slave/stingray_editor/editor.lua:407:in function

Lua Locals
----------------------------------------

[2] path = light_baking.Join1[1]_ncl1_1.bake_target, pos = 23, next_key_is_string = false, keys = table: 0000000072A1A2C0, sep = nil
[3] unit = [Unit 'content/7/Flavors091417'], script_data_overrides = table: 0000000072B6B670, split_keys = [function], path = light_baking.Join1[1]_ncl1_1.bake_target, value = true
[4] self = table: 0000000072C7C638, u = [Unit 'content/7/Flavors091417'], id = 3c209b1c-929b-4bf0-a4e6-2a4e8f3eb504, type = content/7/Flavors091417, name = nil, materials = table: 0000000072B9AD90, script_data_overrides = table: 0000000072B6B670
[5] self = table: 0000000072D22178, object = table: 0000000072C7C638
[6] unit_type = content/7/Flavors091417, position = Vector3(0.883597732, 4.72449923, 0), rotation = Vector4(0, 0, 0, 1), materials = table: 0000000072B9AD90, script_data = table: 0000000072B6B670, id = 3c209b1c-929b-4bf0-a4e6-2a4e8f3eb504, unit = [Unit 'content/7/Flavors091417']
[7] self = table: 0000000072A6FFD8, x = 558, y = 112, viewport = table: 0000000072A46648, spawn_point = Vector3(0.883597732, 4.72449923, 0)
[8] self = table: 0000000072CD6428, viewport = table: 0000000072A46648, mouse_x = 558, mouse_y = 112
[9] viewport = table: 0000000072A46648
[10] self = table: 0000000072DA22A8, viewport_id = 603e2263-f378-4b6c-a9ce-fa2fa7583e1f, mouse_x = 558, mouse_y = 112

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Message 2 of 3

Anonymous
Not applicable

Just an update on this.  I'm using the HTC Vive template when I was trying to import the FBX files.  When I used the Empty Template, it imported without errors.  After importing if I copy the content folder of the asset to the HTC Vive content folder, the HTC Vive template will compile it and actually be able to drop the asset into my level and save it.

 

I can only conclude that some script within the HTC Vive template is having a problem with my data when importing.  I've tried changing around some import options but even with no options checked it doesn't import.

 

For now my work around is to bring it into the empty project and then just copy it over to the HTC Vive Project.  Seems to be working for the moment.

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Message 3 of 3

august.murdock
Contributor
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So I don't actually know how to read this, but I've had the same problem and I think I've found a solution. On the second [3] line it says " path = light_baking.Join1[1]_ncl1_1.bake_target, value = true". If you go back to your original 3ds Max model and search for an object(s) named "Join1[1]" and delete the object(s) you should be able to import your model without issue. My best guess is that there is something about the material or modifiers associated with that object that is making the software fussy. Since it mentions light baking my best guess is that it has something to do with the reflectiveness of the material. All the times I've gotten the error so far the object has been metal.

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