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OBJ Export Rats Nest Error
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  • rcmagraw
  • Posted: 30 September 2009 07:44 AM
  • Total Posts: 14
  • Joined: 30 April 2008 04:21 AM

After exporting my geometry in my scene to obj I received an error stating that the file had a Rats Nest. Does anyone know what could be causing this error? Could it possibly be a corruption in the file?



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  • Shala
  • Posted: 12 October 2009 02:21 AM

I wish I knew, Ryan…
I’m posting this reply because I have this problem too. Nothing anywhere in the docs addresses this (unless I completely missed it), so hopefully someone out there can shed some light on this for the both of us…



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That means you have a bunch of jumbled edges, or edges that are basically rat nested or spaghettid.

Author: Salaros

Replied: 13 October 2009 01:55 PM  
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  • Shala
  • Posted: 13 October 2009 10:56 PM

Thanks Salaros. Any way to prevent that? In my case all I did was import an .OBJ (no warnings), move some vertices around (none removed, added, scaled, or seriously touched/warped otherwise) and try to export that as an .OBJ again. Seems to me there is no reason for what I’ve done to corrupt/damage the .OBJ in such a way that it would throw this error. Unless it already imported that way, but doesn’t give a warning then..? Is that even possible?



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What happens if you import the object then immediately export it without changing it in any way?



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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Hi Steve, hadn’t tried that yet, but it gives me the same error that way.
Could it be an import problem then? Any ‘safe settings’ I could try?
Thanks for chiming in!

Author: Shala

Replied: 14 October 2009 03:12 AM  
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I can only suggest that the original model has problems - presumably it wasn’t created in Max to begin with.

If you create an object in Max, export it, then import it, it should be fine. This implies the original is corrupt in some way. There aren’t really any “safe” settings that I know of, though you could play with the import options to see if any of them have an impact. I’ve never seen that particular error here, but I don’t import much anyway.

Author: Steve_Curley

Replied: 14 October 2009 03:44 AM  
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Hm. It may very well be that this object wasn’t created in Max, but I would think that a vert is a vert and a poly is a poly across all modeling apps. It may also very well be that I’m naïve in thinking such a thing. ;-)

I’ll play around and see if I can save this little project in some way.

Thanks again for the help.

Author: Shala

Replied: 14 October 2009 05:17 AM  
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Had this issue too… assumed it had something to do with overlapping verts… but after hours of checking and fixing overlaps I get the same error.  Tried with two similar bipedal models, both created in Max, exported to zbrush (where I discovered the overlaps) and exported back to Max.  Neither has any overlap now, but one imports/exports with no errors and the other one has “rats nest”.  No ideas.

*edit* So I found a few unwelded verts in the model that was giving me issues… once I fixed these and exported again (a few times) I no longer got the error.  I would get random holes in my model though when bringing it into zbrush, but I found that deleting the nearest polygon and extruding/welding a new one seemed to fix this…

So try checking your model for loose vertices.



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