# FBXSDK/MAYA: Does not recognize mesh as eMesh

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So ive been working with an FBX converter for our game engine. Saul Goodman except sometimes when I export from Maya 2017, the SDK does not recognize my meshes as meshes.
I tried exporting as ASCII in order to debug and found this:

Objects:  {
NodeAttribute: 1247074338064, "NodeAttribute::", "Null" {
Properties70:  {
P: "Look", "enum", "", "",0
}
TypeFlags: "Null"
}
Geometry: 1247044636400, "Geometry::", "Mesh" {
Vertices: *864 {
a: -1.07012701034546,26.473445892334,-2.64814710617065,-2.09461998939514,25.7309494018555,
-0.828222990036011,-0.172909006476402,27.0927505493164,-1.70674204826355,-0.626856029033661
...
...

The "null"s seem to be the cause of this issue, however I cannot find a way to fix it.
This problem seems to happen whenever I load an OBJ into Maya and then export it as FBX, which I often need to do.

Any idea what might be causing this?
Our school project is due friday so I could really use some quick assistance on this.
(Posting this on Autodesk forums seems more appropriate but I can't imagine it's a very active forum, and since this is quite a pressing matter I decided to try here first)

EDIT:
Thought I should post the code that checks for eMesh.

for (int i = 0; i < pFbxRootNode->GetChildCount(); i++)
{
FbxNode* pCurrentNode = pFbxRootNode->GetChild(i);

//Check for NULL
if (pCurrentNode->GetNodeAttribute() == NULL) continue;

//Get type of current node
FbxNodeAttribute::EType AttributeType = pCurrentNode->GetNodeAttribute()->GetAttributeType();

//if node is mesh
if (AttributeType == FbxNodeAttribute::eMesh)
{
//Do stuff
}

Edited by Finoli

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What does Maya say about the mesh in the editor?

L. Spiro

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What does Maya say about the mesh in the editor?
L. Spiro

Nothing unusual. Just the usual polymesh youd expect. Havent checked node editor though. Anything i should look for? Cant check until tomorrow morning.

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Make an object next to the NULL imported object.

Compare them and their properties.  Export them and see if one is eMesh.  Cut the eNull mesh from the scene and past it back in, or duplicate it and see if its duplicates are exported as eMesh.

L. Spiro

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