I’m wanting to get some Ldraw models of Lego spaceships into Blender. I don’t want to import the Ldraw files directly; I think it would be easier to convert the Ldraw file into a 3ds file, and then import the 3ds into Blender.
Well, I had a friend do this with some previous models - he took the Ldraw files, changed the format to 3ds, and then I imported the 3ds files into Blender. Everything worked fine.
But now I’m having problems with this system. This time I’m trying to do it all myself. I took the Ldraw files, and exported them to 3ds using LeoCad. Then, I tried importing the 3ds into Blender. Here’s what happened:
As you can see, several of the vertices of some of the parts were somehow dragged way out from the model. I thought it would be fairly simple to delete these stray vertices, but when I select a part and try to enter the EDIT mode in Blender to do this, Blender crashes every time. (Blender doesn’t crash for every part, just certain ones).
What should I do now? Do you think that the fault is in the 3ds format?
hmmm, visually it looks like some vertex positions were read in as some non float value. The OGL renderer seems to put these verts at the origin, whereas the improper values bjork edit mode.
anyways, maybe ask your friend what program he used to convert to 3ds. Some formats can be written slightly differently (I don’t know much about the specifics of the 3ds format) and the current blender importer might not be robust enough to handle the difference. It could also be a problem with the converter you’re using to convert to 3ds.
I’ve actually had the same problem occassionally, with 2.44. What seems to happen for me is that when I import multiple pieces as one object it moves some vertexes to what Blender thinks is the pivot point or the object, generally outside of it, and drags the whole thing out of whack. Generally. importing them as individual pieces works fine.