11-17-2009, 10:18 PM
I have checked the 3ds file.
The error is thrown because some of the objects have wrongly defined object matrixes (a matrix that is defined for each 3d object in 3ds file and represent a object to world space transformation).
The following is the list of objects with wrong matrixes:
GeoSphere0
Torus01
Bola_01
Bola_03
Bola_02
Yoyo
cuerda_Yoy
bola_comet
Palo_02
palo_01
Diabolo
For example one of the matrix looks like:
_m11: 0.0
_m12: 0.0
_m13: 0.0
_m14: 0.0
_m21: 0.0
_m22: 0.0
_m23: 0.0
_m24: 0.0
_m31: 0.0
_m32: 0.0
_m33: 0.0
_m34: 0.0
_m44: 1.0
_offsetX: 4.4977340698242187
_offsetY: 9.5831527709960937
_offsetZ: 38.540626525878906
Here you can see that all the values from M11 to M34 are 0 - this also leads to scaling the object to 0 size.
In your first 3ds file, most of the objects that listed above were not defined yet. Some of them already existed (for example yoyo) but their matrices were defined correctly.
I have also checked your new file in 3D Studio Max. It opens the file without errors, but none of the objects from the above list can be visible.
So I would advice you to ask the author of the file to check the file again.
However I have got an error report from Viewer3ds with the same error (cannot invert matrix) and a sample file. I have written a workaround so the file is still read (but the objects with wrong matrix are not shown - there is nothing that can be done). I did not have time yet to publish a official release with this workaround.
I am planning to make a new release after publishing the release candidate of Ab3d.PowerToys (it is almost finished yet - and I know I am already a little bit over the planned date :blush:)
riacosta, I have an intermediate solution for you:
I will send you (as private message) a link to a pre-release version that I have prepared a while ago that also can read your file without throwing exception so you will have at least something before the 3ds file is fixed.
The error is thrown because some of the objects have wrongly defined object matrixes (a matrix that is defined for each 3d object in 3ds file and represent a object to world space transformation).
The following is the list of objects with wrong matrixes:
GeoSphere0
Torus01
Bola_01
Bola_03
Bola_02
Yoyo
cuerda_Yoy
bola_comet
Palo_02
palo_01
Diabolo
For example one of the matrix looks like:
_m11: 0.0
_m12: 0.0
_m13: 0.0
_m14: 0.0
_m21: 0.0
_m22: 0.0
_m23: 0.0
_m24: 0.0
_m31: 0.0
_m32: 0.0
_m33: 0.0
_m34: 0.0
_m44: 1.0
_offsetX: 4.4977340698242187
_offsetY: 9.5831527709960937
_offsetZ: 38.540626525878906
Here you can see that all the values from M11 to M34 are 0 - this also leads to scaling the object to 0 size.
In your first 3ds file, most of the objects that listed above were not defined yet. Some of them already existed (for example yoyo) but their matrices were defined correctly.
I have also checked your new file in 3D Studio Max. It opens the file without errors, but none of the objects from the above list can be visible.
So I would advice you to ask the author of the file to check the file again.
However I have got an error report from Viewer3ds with the same error (cannot invert matrix) and a sample file. I have written a workaround so the file is still read (but the objects with wrong matrix are not shown - there is nothing that can be done). I did not have time yet to publish a official release with this workaround.
I am planning to make a new release after publishing the release candidate of Ab3d.PowerToys (it is almost finished yet - and I know I am already a little bit over the planned date :blush:)
riacosta, I have an intermediate solution for you:
I will send you (as private message) a link to a pre-release version that I have prepared a while ago that also can read your file without throwing exception so you will have at least something before the 3ds file is fixed.

