Invalid file type for FBX export

862 views
Skip to first unread message

Francois Maree

unread,
Jul 12, 2016, 8:03:00 AM7/12/16
to Golaem List

Hey guys


Golaem is updated, up & running and its now time for some RnD. I've been trying to create a FBX Character File but every time when I click "Save", Maya spits out the following error:


// Error: line 1: Invalid file type specified: FBX export //


I have made doubly sure that there are no namespaces, I added the .fbx at the end of the file name just to be sure, and I made sure that the FBX plugin is loaded. Any other ideas?

NIXOLAS

unread,
Jul 12, 2016, 8:07:26 AM7/12/16
to Golaem List
Since you've loaded the plugin, the only thing that could be a problem would be your export settings.  Have you tried to delete your maya preferences?

Alexandre Pillon

unread,
Jul 12, 2016, 8:16:19 AM7/12/16
to Golaem List
Yes Nicholas is right, when I encountered this kind of problem, usually deleting the maya prefs solved it...

Fortunately we will soon get rid of this fbx part of the pipeline...

--
Note that crowd...@golaem.com is a public list.
If for any reason (confidental project, sending production files...) you need to post a private message to Golaem Support, please use http://support.golaem.com
---
You received this message because you are subscribed to the Google Groups "Golaem List" group.
To unsubscribe from this group and stop receiving emails from it, send an email to crowd-list+...@golaem.com.
To post to this group, send email to crowd...@golaem.com.

Francois Maree

unread,
Jul 12, 2016, 8:16:35 AM7/12/16
to Golaem List
I have deleted the preferences, still the same. I have manually exported some geometry using FBX, and that exports just fine.

Francois Maree

unread,
Jul 12, 2016, 8:24:44 AM7/12/16
to Golaem List
Thanks, it's sorted. Turns out a reboot was also needed.

Alexandre Pillon

unread,
Jul 12, 2016, 8:28:28 AM7/12/16
to crowd...@golaem.com
Could you give us your Maya version, check the FBX plugin version (click the "i" in the plugin manager) and Golaem version?

What the Golaem plugin "save fbx" button does is calling the Maya/export as fbx command, so if it works when you do it manually you can just export your fbx file like that, and load it in the character maker manually afterwards

Cheers,
Alex

Disclaimer and confidentiality notice:
This is a legally privileged and confidential communication intended only for the addressee. If you are not the intended recipient or you have received this communication in error, you are hereby strictly prohibited from using, disseminating, distributing or copying this e-mail or any of the attachments or parts thereof, and you are kindly requested to notify us and delete the erroneous communication. We do not accept liability for any damages, loss or expense arising from this e-mail and/or from the accessing of any attachments (including damages caused by computer viruses). We do not accept any legal responsibility for the accuracy or correctness of the contents, for views and opinions expressed in this email and/or its attachments.

Attention:
The information contained in this message and or attachments is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any system and destroy any copies. Please note that the contents of this email may contain “personal information” as defined in the Protection of Personal Information Act 4 of 2013 (“the Act”). Our privacy notice can be found online @ http://www.spectrum.tv/Documents/PrimediaPrivacyNotice_Spectrum.pdf or http://www.flyingcircus.tv/Documents/PrimediaPrivacyNotice_FlyingCircus.pdf 

Alexandre Pillon

unread,
Jul 12, 2016, 8:29:10 AM7/12/16
to crowd...@golaem.com
ok, just read your "it's sorted" email.

Anyway the latter is good to know "What the Golaem plugin "save fbx" button does is calling the Maya/export as fbx command, so if it works when you do it manually you can just export your fbx file like that, and load it in the character maker manually afterwards


Francois Maree

unread,
Jul 12, 2016, 8:56:07 AM7/12/16
to Golaem List
Thanks Alex

Yeah I thought it was odd for the normal FBX export to work and the one through the Character Maker not. Regardless, it's good to know I can do a manual FBX export and import.

Edwin Wiersma

unread,
Mar 3, 2024, 5:11:35 PMMar 3
to Golaem List, Francois Maree
Hi all,

I have just discovered a bug in Maya 2023.3 in regards to the error: " Invalid file type specified: FBX export" which might also be causing this error.

In Maya "Windows > Settings/Preferences >  Preferences" in the "File/Projects" category:
Changing the "File Dialog > Dialog Style" option between "OS Native" and "Maya Default" has additional unforeseen consequences.

When saving a Maya Scene with a Referenced Fbx file using "OS Native" this will result in the following Maya command:
- "file -rdi 1 -ns "testFile" -rfn "testFileRN" -typ "Fbx" "C:/testFile.fbx";"

When saving a Maya Scene with a Referenced Fbx file using  "Maya Default" this will result  in the following Maya command:
- "file -rdi 1 -ns "testFile" -rfn "testFileRN" -typ "FBX export" "C:/testFile.fbx";"

The difference is in the "-typ" argument for the reference node, this is passed by the File Dialog which will use it's File Type Extension. Windows will pass: "Fbx", Maya will pass:  "FBX export". Now while this is weird, it's not necessarily a problem.

The problem arises when using the "OS Native" Dialog Style and opening a file saved with "Maya Default". For whatever reason this seems to initialize the same Fbx Importer plugin but it no longer recognizes references of type "FBX export" resulting in the error:
- "Invalid file type specified: FBX export"

When using the "Maya Default" Maya seems able to read references of both types:  "Fbx""FBX export", however sometimes the user is not able to use "Maya Default" due to severe performance issues.

 I really hope Autodesk will enable the importer to read "FBX export" when using the  "OS Native" Dialog Style.

As a workaround you would be able to switch to "Maya Default" Dialog Style in the "SceneOpened" callback, then switching back to "OS Native" Dialog Style in the "PostSceneRead" call back if the user was using "OS Native".

Enjoy!

Nicolas Chaverou

unread,
Mar 3, 2024, 5:17:46 PMMar 3
to crowd...@golaem.com
Hey Edwin,

Thanks for the feedback and the investigation!
If you haven't done it yet, I'd recommend submitting this to Autodesk. They may take it into account for a future release, you never know
Best,


If for any reason (confidential project, sending production files...) you need to post a private message to Golaem Support, please use http://support.golaem.com

---
You received this message because you are subscribed to the Google Groups "Golaem List" group.
To unsubscribe from this group and stop receiving emails from it, send an email to crowd-list+...@golaem.com.
Reply all
Reply to author
Forward
0 new messages