.bin files mean they contain arbitrary Binary Data. Unfortunately, that means you can't import it into anything that's not designed specifically for that game's assets.
You should search the web for importers/converters for that game or its engine (and take into account what console version you have)
Perhaps some clever folks could reverse engineer and ...
In general, the problem is in intersections.
Try to fix this using Simplify Curves+.
Enable it is preferences.
When go to edit mode, select all points and in context menu select Remove by distance
When adjust the result using F9
It looks like Blender is picky with loading UV Maps from .ply files. It seems that as of writing:
Blender cannot import per-Wedge UV coordinates
Blender can import per-Vertex UV coordinates
The names of the UV coordinates in the PLY header must be called s and t
They must not be called texture_u and texture_v, like Meshlab exports them.
In such case, ...
Wavefront obj file format is unitless, like Blender when you don't set units in older version or set them to None in newer version. As the Blender Obj import manual page says:
OBJ-files often vary greatly in scale
The Blender obj importer simply imports in whatever Unit System you have set in the Scene Properties of a scene. However, there is a Clamp Size ...
From FBX 2017
The FbxProperty class can contain user-defined data, which can be dynamically associated to a FbxObject at runtime.
In other words, it's a way to include custom properties in FBX files.
An enum is a programming language concept. Usually an enum has several distinct values that are given symbolic names, but is represented in a datafile as a ...
For other people still having this problem, check Layer Display Mode.
For me, fbx was being imported in the hidden layer. And I was in the Scenes display mode, where everything looked normal for some reason.
I just dragged those files from hidden layer to layers that are visible. I could make the hidden layer visible by enabling some things in the filter.
An important issue to understand when working with FBX, is Blender always points the bone primary axis in a +Y direction, while Maya and FBX support unique bone orientation per-bone. You can set joint orientations in the Maya "Orient Joint Options" dialog.
Maya Joint Orientation in a Minute - YouTube
The Blender FBX Import setting "automatic ...
There is no support for importing IK setups from FBX.
The reason the bones point in weird directions in your screenshot is that Blender only supports bones pointing in a uniform (+Y) orientation, while FBX allows each bone to point in a unique orientation.
There is no way for Blender to represent a bone-orientation per-bone, so there is no way to correctly ...
You definitelly need to play with lightning settings in your light source, and in window->rendering->lightning.
Then textures are definitelly not imported well, so i would grab some YT video about exporting to unity, and study that. I would look, if textures are in their correct slots firstly.
Sorry that i did not provide exact information. I have not ...
If this error happens: IMB_loadifffile: couldn't get mapping
<init_from>file://C:\...</init_from> # replace any absolute file reference with a relative like: <init_from>../textures/SomeTexture.png</init_from> # and slash based on your OS (this example is for linux)
If this error happens: Sax FWL Error: Sax FWL (Warning): Texture with ...
You have a typo 5.023l-3.384 has a lower case L after 5.023 rather than a numeral 1.
The error message 'ValueError: could not convert string to float: 'l' was the clue that told you what to look for.
There seems to be a lot more wrong with that string, as it doesn't match the other one's structure very well, but that's the problem that triggered the error ...