Troubleshooting Guides
This page covers the most common errors encountered when using @aspose/3d in TypeScript and Node.js projects, with root-cause explanations and verified fixes.
Module Resolution Errors
Error: Cannot find module '@aspose/3d/formats/obj'
Root cause: TypeScript’s module resolution strategy does not support Node.js-style sub-path exports (exports in package.json) unless moduleResolution is set to node or node16.
Fix: Set moduleResolution to "node" in your tsconfig.json:
{
"compilerOptions": {
"target": "ES2020",
"module": "commonjs",
"moduleResolution": "node",
"esModuleInterop": true,
"strict": true
}
}If you are using TypeScript 5.x with "module": "node16" or "module": "nodenext", use "moduleResolution": "node16" to match.
SyntaxError: Cannot use import statement in a module
Root cause: The compiled JavaScript is being run with require() semantics but the output contains ES module import syntax; this happens when module is set to es2020 or esnext but the Node.js runtime expects CommonJS.
Fix: Use "module": "commonjs" in tsconfig.json and run the compiled .js files with node directly:
{
"compilerOptions": {
"module": "commonjs",
"outDir": "./dist"
}
}Then compile and run:
npx tsc
node dist/main.jsError: Cannot find module '@aspose/3d'
Root cause: The package is not installed, or node_modules is stale.
Fix:
npm install @aspose/3dVerify the installation:
node -e "const { Scene } = require('@aspose/3d'); console.log('OK', new Scene().constructor.name);"Empty Scene After Loading
Scene loads but rootNode.childNodes is empty
Root cause (1): The file format places all geometry directly on rootNode.entity rather than as child nodes. This is common with single-mesh STL files.
Diagnosis:
import { Scene, Mesh } from '@aspose/3d';
const scene = new Scene();
scene.open('model.stl');
// Check rootNode directly
if (scene.rootNode.entity) {
console.log(`Root entity: ${scene.rootNode.entity.constructor.name}`);
}
console.log(`Child count: ${scene.rootNode.childNodes.length}`);Fix: Traverse starting from scene.rootNode itself, not only its children:
function visit(node: any): void {
if (node.entity instanceof Mesh) {
const m = node.entity as Mesh;
console.log(`Mesh: ${m.controlPoints.length} vertices`);
}
for (const child of node.childNodes) {
visit(child);
}
}
visit(scene.rootNode);Root cause (2): The file path is wrong or the file is zero bytes. Check that the file exists and is non-empty before calling open().
import * as fs from 'fs';
const path = 'model.obj';
if (!fs.existsSync(path)) throw new Error(`File not found: ${path}`);
const stat = fs.statSync(path);
if (stat.size === 0) throw new Error(`File is empty: ${path}`);Materials list is empty after OBJ load
Root cause: Material loading is disabled by default in ObjLoadOptions. The library loads the geometry without reading the .mtl sidecar file.
Fix: Set enableMaterials = true:
import { Scene } from '@aspose/3d';
import { ObjLoadOptions } from '@aspose/3d/formats/obj';
const scene = new Scene();
const opts = new ObjLoadOptions();
opts.enableMaterials = true;
scene.open('model.obj', opts);Also ensure the .mtl file is in the same directory as the .obj file, as the library resolves it relative to the .obj path.
Format and I/O Errors
openFromBuffer throws an unrecognized format error
Root cause: The buffer content is not a recognizable binary format, or the buffer is corrupt (truncated, wrong encoding, or base64 instead of raw bytes).
Diagnosis:
const buffer = fs.readFileSync('model.glb');
console.log('Buffer size:', buffer.length, 'bytes');
console.log('First 4 bytes (hex):', buffer.slice(0, 4).toString('hex'));
// GLB magic: 676c5446 ("glTF")
// STL binary starts with 80 bytes of header; no fixed magic
// OBJ is text: openFromBuffer may not detect format
Fix: For text-based formats (OBJ, COLLADA), pass the appropriate options class to hint the format:
import { ObjLoadOptions } from '@aspose/3d/formats/obj';
scene.openFromBuffer(buffer, new ObjLoadOptions());Output GLB opens as JSON in 3D viewers
Root cause: GltfSaveOptions.binaryMode defaults to false, producing .gltf JSON output even when the output filename is .glb.
Fix: Explicitly set binaryMode = true:
import { GltfSaveOptions } from '@aspose/3d/formats/gltf';
const opts = new GltfSaveOptions();
opts.binaryMode = true;
scene.save('output.glb', opts);STL output has no color or material data in the slicer
Root cause: The STL format does not support materials or color in its standard specification. Color-capable slicers use proprietary extensions not supported by @aspose/3d.
Fix: Export to 3MF instead, which supports color and material metadata:
scene.save('output.3mf');TypeScript Compilation Errors
Property 'controlPoints' does not exist on type 'Entity'
Root cause: Entity is the base class; Mesh is the concrete type with geometry properties. You need an instanceof guard before accessing mesh-specific members.
Fix:
import { Mesh } from '@aspose/3d';
if (node.entity instanceof Mesh) {
const mesh = node.entity as Mesh;
console.log(mesh.controlPoints.length);
}Type 'null' is not assignable to type 'Node'
Root cause: getChildNode() returns Node | null. TypeScript strict mode requires you to handle the null case.
Fix:
const child = node.getChildNode('wheel');
if (!child) throw new Error('Node "wheel" not found');
// child is now Node, not null
Cannot find name 'GltfSaveOptions'
Root cause: GltfSaveOptions is in the sub-path module @aspose/3d/formats/gltf, not the package root.
Fix: Import from the sub-path:
import { GltfSaveOptions } from '@aspose/3d/formats/gltf';Memory and Performance Issues
Process runs out of memory with large FBX files
Root cause: Very large FBX files (>200 MB) allocate significant heap. Node.js default heap is ~1.5 GB on 64-bit systems but may not be sufficient for multi-scene files.
Fix: Increase the Node.js heap size:
node --max-old-space-size=8192 dist/convert.jsAlso process files sequentially rather than in parallel when memory is constrained:
for (const file of files) {
const scene = new Scene();
scene.open(file);
scene.save(file.replace('.fbx', '.glb'));
// scene goes out of scope; GC can reclaim
}See Also
- FAQ: quick answers to common questions
- Model Loading: loading patterns and options
- Rendering and Export: export options and buffer pipelines
- API Overview: all classes and modules