KMZ > FBX > B3D export - lost testures [split OT]
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@thomthom said:
(p.s. Doesn't SU have a .fbx exporter? You need to send it through .kmz?)
SU Pro does. He might not have that.
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I don't have pro it's another way of exporting through the .kmz (google earth format)
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Basicly I get the mesh but no textures even when I put them in the same folder. I am trying to put them into a game engine (Realm crafter)
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Some exporters need the texture names in "archaic" 8.3 digit format (and no spaces or special characters allowed). I know 3ds is such a format for instance.
Then also make sure you apply the textures in SU on the front faces as many exporters will simply disregard back faces (older kmz's > dae inside > worked like this, too).
I'm not sure if these are the problems just trying to guess.
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So the problem is that you don't get any textures when you export the model?
Or is it the script that doesn't apply any materials in SU? -
I get no textures
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Could you be specific please? No textures when exporting, or no textures when using the plugin?
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I get no textures when I export it into realm crafter (a mmorpg make)(basicly in .b3d so when I export it however it comes up in SU.
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But you can export models with textures when you map them normally?
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I've never tried uv mapping sketchup models before and I have been looking for one for a while so the answer is I don't know
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Try just taking your model and painting on materials to it (not just color, but images). Then export it and see if it worked. There is a good chance that your process of exporting and then importing is losing the textures, not Thom's plugin. So try to test it without using the plugin to see if it is working at all.
Chris
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I tried that at first and that was when I found out they need to be UV mapped.
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More info is better than less in this I think....
How did you "find out" that they need to be UV mapped? Did they just not show up? Again, that could just mean your exporting/importing incorrectly. Or did it pop up a message in your other program saying that they were not UV mapped?
What settings are you using on export and what format do you export to? .b3d is not native in SU, so you must be using something else?
Chris
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If you have applied a textures material in SU, then they are UV mapped. This plugin doesn't do anything other than automating the process. So I believe that it's the exporting process is where your problem lies. Seeing that you're exporting between two other file formats before importing into the final, there's a good change something gets lost there. Of the format you mention, I'm only familiar with .fbx. With .fbx files the textures are companies alongside in a folder. But with .kmz I don't know. When you load the .kmz file and/or .fbx files in the applications y ou use, do you see any textures then?
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@thomthom said:
With .fbx files the textures are companies alongside in a folder. But with .kmz I don't know.
Ditto with the kmz file. It's actually a zip file and if you rename and open it,you will find the model (in dae format) in a folder inside and the textures are also there (in the same or another?) folder.
Since collada (dae) is xml based, it's a "simple" text file so it cannot actually contain the textures.
DM has never answered to the questions above regarding image file formats, front and back faces or even if he ever could export any textures so I think we should wait till these things get clear because this is just stabbing in the dark...
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I found out on the realmk crafter forum that they needed to be uv mapped. The texures, when I import them into realm crafter just don't show up (I just get the mesh). When I export it I use the export 3D model and epxort it into .kmz. I then unzip that and get the .dae and the textures out. and put them in a folder that exports it into realm crafter. So the textures I use need to be uv mapped onto the model. I don not see any textures in fragmotion (the thing I use for converting the .fbx file).
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Try a very simple test: draw a face and paint it with a texture in SU (make sure you paint the front face). Right click > Texture > Position and without doing anything else hit Enter. The texture will be positioned and UV mapped for sure. Now try the export. If it doesn't work, the problem is not in SU but somewhere in your export process.
If it proves to be the case, we can split your posts made here off and move them into the Extensions forum so that maybe someone is familiar with your exporting process and can help.
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Yes this is the case I have also tried using this for export to .x:
http://sketchuptips.blogspot.com/2009/01/wavefront-obj-exporter-with-materials.html
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