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)
Thanks in advance!
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
}