View Full Version : Is there a shortcut to fixing this error when converting .fbx from Blender2.8?

January 28th, 2021, 03:57 PM
- <kuid:140046:102671> : Error, T2544: FindInvalidDataProcess fails on mesh uvcoords: All vectors are identical
- <kuid:140046:102671> : Error, T2544: Failed to compute tangents; need UV data in channel0

I can't submit the train because of this error!

Apparently, this error means that some object within the mesh hasn't been properly unwrapped, but I have no idea which of the hundreds of meshes are causing it, or even WHICH mesh is causing it.

Since this is no simple building, but in fact a train, and since the error won't specify which main mesh and which mesh within which main mesh is triggering the error, it means I have to go to the lod0 mesh and look through:
2 cones

four-hundred-bloody-fifty-one cubes:eek:
Two-hundred-bloody-fifteen cylinders:eek:
11 planes
and 2 sphears.

Then I'll have to go to the lod1 mesh and search through:
407 cubes:eek:
8 cylinders
12 planes and 2 sphears

Then I have to go to the lod2 mesh and search through:
73 cubes and 8 cylinders

Then I have to go to the lod3 mesh and search through:
6 cubes and 7 cylinders

Then I have to go to both the left and right doors.

Are you kidding me?! I enjoyed making the train, but I'm very disinterested in the idea of painstakingly combing through hundreds of sub meshes aimlessly looking for the magic unwrapped face that's triggering the error. Please tell me there's a shortcut to finding the mesh in question.

Also, please create a system that automatically unwraps wrapped faces, as I greatly detest this error.:n:

This is a replica of the SEPTA Silverliner IV.

January 29th, 2021, 03:20 PM
Update. I loaded one lod at a time and now know that the problem is not with lod3, lod2, or lod1, but with lod0 (and possible the passenger doors). The problem is, none of the meshes in lod0 have any obviously noticeable texture issues, so I don't even know where to begin with this. All of them appear to be unwrapped. At this rate, it'll take me three times as long as it took me to make the train, just to find the source of the error message that's blocking me from submitting the train. I'm extremely frustrated as I've literally wasted several hours just searching for a seemingly minor error that's so unnoticeable, I can't even find it when LOOKING for it. I'm so mentally drained by this error. I really wish it would let me submit the mesh, so I could SEE what it looks like in-game and make the judgement myself if it's worth fixing. It it's something that's so hidden, I, the creator can't find it when looking at it from literally any angle, there's no point in fixing it.

January 29th, 2021, 04:59 PM
Update #2: I managed to find the problem. It was the passenger doors and the doors in the vestibules of the train. Still wish I didn't have to waste a whole day looking for them, though.

January 29th, 2021, 05:42 PM
I think this error can happen if you have zero area faces in your model, they're easy to add in accidentally. Easiest way to get rid of them is to select all meshes, enter edit mode, select all geometry, then select Mesh > Clean Up > Degenerate Dissolve. I do this to every model before exporting as it seems to help avoid errors and make sure that meshes appear as expected.

January 29th, 2021, 07:24 PM
Alright, I'll try that next time

January 29th, 2021, 07:57 PM
In my experience those incorrectly unwrapped meshes will be one 0,0,0 coordinate in the bottom left hand corner of the UV Editor. So, you might select several meshes at once, open them in the UV Editor tab and look for any dots lurking in that corner.

I've had this problem when importing meshes but don't know why it should be so. It's also irritating if you actually intended the UVs to be collapsed so as to use a single pixel on a shared map.