FBX import fails - Cannot locate Path to texture file within kex file

stw2nf

New member
Having some troubles importing a custom .fbx model from 3ds max. I have everything in the same directory, everything is named accordingly, the texture/material is applied to the 3ds .max file. The .tga file is a solid color and was created in Gimp. It is 256x256. Any thoughts or troubleshooting help would be greatly appreciated!
 
Attached are my fbx export settings in 3ds Max and my tga file
 

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  • fbx and tga.zip
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I see under the Shell materials (in the export) you have "Baked On" color selected; did you assign the TGA to the model in max using the material editor, or did you bake the color onto the 3dmesh?
 
Hmmm, I though the material editor, but I am brand new on 3ds Max so anything could have happened in the excitement of trying to get things working. The 3ds Max geometry was also imported from a Solidworks exported step file, so I imagine there could have been "Baked On" color from that maybe? Is that something I need to remove?
 
So the solidworks assembly had some materials that I went back and deleted, re exported to .step, then rebuild with the new .step file. Having the same error. Also tried using the sldassmbly file itself on the import, and an .igs file with no luck. On the export to .fbx I keep getting the Shells Materials dropdown with the "Baked On" option
 
I am currently having the same issue with my build. Were you all able to find a solution?
Don't have a super satisfying answer. I replaced the dummy model in the attached 3ds max file with my model and then ran with that. asj5547 helped me troubleshoot and believe he did a uvunwrap to get the texture. I just used the fruits of his labor! Hope the same works for you!
 

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  • dummy.zip
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Hi,Made file on fusion ,imported on 3dsMax ,Gave Hierarchy, set pivot ,changed material type (tried to but coming same error, material is of unknow type and failed to load).I know this is the issue (But how to solve?).Diffused BITMAP file .TGA on Material , Still same error and not able to export in .Kex file directly from 3dsMax as shown in few YT videos , so exporting in .FBX. Please help with a solution ,Most likely not able to set material.Screenshot 2023-07-05 184517.jpg
 
Have you done the UV unwrap to get the wireframe file to color and apply that colored TGA file to the model in the material editor in 3ds max?
You must save the UV unwrap and the TGA file to the same folder as your model build folder, where you also save the FBX file, exported from 3ds max.
 
Hi, new to graphic programming software (Specially 3ds max ) ,i did UVW unwrap, then set to change material by selecting entire plane . Single TGA file diffused on the material (BITMAP). Save .FBX,.KEX,.TGA file in same folder ,then imported .FBX in RF. This error is coming, i am not able set material.
 

Attachments

  • Screenshot 2023-07-14 152645.jpg
    Screenshot 2023-07-14 152645.jpg
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Hi,Made file on fusion ,imported on 3dsMax ,Gave Hierarchy, set pivot ,changed material type (tried to but coming same error, material is of unknow type and failed to load).I know this is the issue (But how to solve?).Diffused BITMAP file .TGA on Material , Still same error and not able to export in .Kex file directly from 3dsMax as shown in few YT videos , so exporting in .FBX. Please help with a solution ,Most likely not able to set material.View attachment 135196
Hey, I am also facing exact issue, have u came across the solution for the same ?
 
Hi,Made file on fusion ,imported on 3dsMax ,Gave Hierarchy, set pivot ,changed material type (tried to but coming same error, material is of unknow type and failed to load).I know this is the issue (But how to solve?).Diffused BITMAP file .TGA on Material , Still same error and not able to export in .Kex file directly from 3dsMax as shown in few YT videos , so exporting in .FBX. Please help with a solution ,Most likely not able to set material.View attachment 135196
i am having same issue ..how to resolve it ?
 
UVunwrap the model, save the wireframe as a BMP file, paint the BMP and save as a TGA file, save the TGA into the model build folder, apply the TGA to the model in 3dsmax and export the FBX into the build folder.
 
i designed the cad model of drone in SOLIDWORKS saved it as a step file ....then imported it in 3ds max gave pivots, gave parent child relation
(hierarchy) to the model then applied STANDARD material on full drone (just for testing purpose)
1. Saved one file in .max format
2. then exported this file in .FBX format in the same directory(folder)

then when i try to import this .FBX file in real flight evolution software it says" all .TGA files need to be in same directory, import failed ". and sometimes it shows the error as cannot locate path to texture file within KEX file.
(my problem is ....HOW TO GET THIS .TGA FILE ) ..WHERE TO GET IT...ANYONE PLEASE WITH SCREENSHOT PROCEDURE OR ANY YOUTUBE VIDEO OR PLEASE SHARE ANY OF YOUR SCREEN RECORDING WITH SAMPLE GEOMETRY....maybe upload on google drive and share the link ...please help.)
 

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  • Screenshot 2024-08-22 234215.png
    Screenshot 2024-08-22 234215.png
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UVunwrap the 3D model to a 2D wireframe, open the wireframe in your paint editor program, (I use photoshop) many of the forum members use Gimp which is a free to use, paint the wireframe and save the colored file as a Targa file (TGA), be sure to save the file squared,
1024 x 1024, 2048 x 2048, Etc. to a maximum of 4096 x 4096
 

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  • UVunwrap wireframe painted.png
    UVunwrap wireframe painted.png
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  • UVunwrap wireframe.jpg
    UVunwrap wireframe.jpg
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