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Can't open project due to "Corrupt" .mb file
We are trying to get a project on a computer in the office that is consistently failing the import due to a corrupt .mb file. We have tried transferring the project both through the asset server and through a project export.
The troubled computer has opened, operated and interacted with dozens of other projects with no issue now and in the past.
When we remove the referenced .mb file, it falls back to another corrupt file, and we have not tried to manually clean it up any further.
Any thoughts on what could be wrong?
So, the project in question opens fine on other computers, just not on this one, where it reports a corrupted .mb?
Do you have $$anonymous$$aya installed on the machine in question? Disassociate the ".mb" file extension with $$anonymous$$aya (or any other program, for that matter), so that Unity will not try to reimport the file by piping it through $$anonymous$$aya. Ins$$anonymous$$d, it will then use the metadata that's already in the project, and won't care about the .mb files.
The project is opening fine on all other computers. We do have maya installed and are opening up other projects that use .mb files without issue. Good idea with breaking the application ties. ill try that out and report back!
EDIT: I couldn't figure out how to completely break all ties to a default application, but i forwarded .mb files to textedit and the import has been hanging for the past half hour.
thoughts?
Have you tried saving the scene as .ma files on another computer, and checked if that opens? At least with .ma, you can look at the data and see if there's anything unusual.
Answer by Paulius-Liekis · Jun 25, 2012 at 08:16 AM
What does Unity Editor log says?
You could try exporting your file to FBX using FBXMayaExport.mel (can be foudn in Unity application folder). It could give you some indication where it fails.
we use .mb for all of our projects on all of our computers. when we remove the trouble file, it immediately identifies another different .mb file as corrupt, so we would have to export all of our animations to a new file format (that may not work).
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