QVariant (Invalid) Check QParameters

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SteveS

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Aug 17, 2018, 8:39:43 PM8/17/18
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Hi everyone. Glad to see someone else is mucking around with Meshroom.

I've managed to make a couple of models successfully in Meshroom but I when I load my model in Meshroom, I get a message saying "QVariant (Invalid). Check QParameters". I'm not sure where the log file is located to copy the message or upload as attachment but will have a look for it. 

Meshroom seems to be getting all the information from my camera (Nikon CoolPix 100) but not sure what the message is referring to. I've googled QVarient & QParameters & guessing it has to do with camera lens calibration or something like that. The model seems to load alright but I always get the message for every file when I load the model.

Just wondering if anyone has any tips on how to fix this?

Also, I'm keen to upload some models to Sketchfab to show them off, but not sure about best way to do this so thought couldn't hurt to ask this group. Just not sure what needs to be zipped to upload textures etc.

Cheers.

SteveS

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Aug 17, 2018, 8:43:15 PM8/17/18
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Thought I'd better add I'm running it on Windows 10 and just opening Meshroom.exe by double clicking on it.

yann.l...@gmail.com

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Aug 29, 2018, 5:47:30 AM8/29/18
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This is actually (another) warning from the UI library, only related to the wireframe display mode.
This is not critical but I agree this is useless noise in this output, so we'll try to see if we can get rid of this.
Anyway, this has nothing to do with your input images.

Regarding upload to Sketchfab, you can have different strategies depending on your files sizes.
Free plan allows to upload up to 50MB.
If model+material+texture compressed archive is less than this, you can upload it directly.

What we generally do is compress the .obj and .mtl files, upload this archive and upload the texture independently inside the Sketchfab 3D editor.
If your compressed mesh is still too large, you can clean/decimate it. To do that, you can use the automatic mesh decimation available in Meshroom:
- right click in the graph editor empty space, select MeshDecimate
- connect MeshFiltering.output -> MeshDecimate.input
- right click on Texturing, duplicate (Texturing2)
- disconnect (right click on connection > Remove)  MeshFiltering.output -/> Texturing2.inputMesh
- connect MeshDecimate.output -> Texturing.input
- play with "Simplification Factor" of "Max vertices" to get a lighter mesh
  (you can compute a specific node by right clicking on it > Compute - useful to test different decimation parameters here, without computing the Texturing every time)

Graph should look like this:

Note: If you've cleaned up your mesh in an external 3D software, you can also give the path to your .obj file directly to Texturing2.inputMesh (instead of connecting something from the graph).
This allows to re-project the textures on your mesh; the only "constraint" is that you need to keep the same orientation/scale as the original reconstruction.

Hope this helps!

SteveS

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Sep 18, 2018, 7:33:53 PM9/18/18
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Hi Yann.

I've worked out how to upload models to Sketchfab after decimating/cleaning up mesh in blender. Had a few issues with using multiple texture atlases but worked that out too. I'll have a go at decimating in Meshroom as it is quite difficult working with large meshes in blender. My system struggles with a couple of million vertices etc and maneuvering the mesh around in edit mode causes about a ten second delay between my cursor and the mesh moving, making it pretty tricky to do.

I'll have a go at decimating in Meshroom.

Thanks.


On Saturday, 18 August 2018 10:39:43 UTC+10, SteveS wrote:

SteveS

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Sep 18, 2018, 10:20:47 PM9/18/18
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Opened up a meshroom file and added the MeshDecimate node and calculated, 45 seconds later, mesh decimated...woohoo!
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