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    • GaieusG Offline
      Gaieus
      last edited by

      Hi guys,

      I have no clue about this application but there is a plugin at Smustard - GroupByTexture - which... well... does what its name says and mightbe useful in your case.

      Gai...

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      • A Offline
        amigoface
        last edited by

        ok thanks i will give it a try

        i have another general question :

        what means groups/components in sketchup ?
        whta the difference between

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        • GaieusG Offline
          Gaieus
          last edited by

          Practically, as they "work" in the model, they are pretty much the same. They both are to keep a certain set of geometry together (and prevent interaction with other geometry - i.e. separating it - just like in some applications layers do but not in SU)

          Components have some extra features like:

          • you can set the axis of a component
          • you can save it as a separate skp file (which it is actually) and reload it from an external source
          • there are component definitions and instances in a model - if you change the definition (i.e. edit any instance of the same component), the changes will be reflected on all other instances
          • SU only keeps the definition (geometry, textures etc.) of a component once in its file so it is also good to keep file size down
          • etc...

          Gai...

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          • EscapeArtistE Offline
            EscapeArtist
            last edited by

            I thought I'd give this a try and see what happens. Unfortunately, it leaves a more complex model full of missing faces and materials, not quite as badly as the obj exporter.rb that has been floating around or a while (I can't get it to work at all).

            What still works best is to extract the .dae from a .kmz and import that to Blender, and you can export from there into the .ase or whatever other format with a plugin; though I must say it imports quite a mess of triangulated faces, and if you want quads you're out of luck.

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            • A Offline
              amigoface
              last edited by

              thanks a lot

              see u later

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              • A Offline
                amigoface
                last edited by

                @EscapeArtist : i did'nt see your post πŸ˜„

                i tried like you said kmz->dae-> blender

                but it give me a blank model πŸ€“

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                • EscapeArtistE Offline
                  EscapeArtist
                  last edited by

                  Rename the file.kmz to file.zip. Open the file and find the .dae file (file.zip/models/file.dae). Get Blender (if you don't already have it) and use the Collada import. (File > Import > Collada 1.4) Import the file.dae.

                  Also, make sure there are no groups or components in your model. All groups and components must be exploded, otherwise you will get nothing when you import.

                  This should work, but as I said, it makes quite a mess of things and may not be worth your while to fix it. Too bad Blender doesn't have options to make it exactly like SU as far as initial modeling, it'd make Blender much more popular.

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                  • A Offline
                    amigoface
                    last edited by

                    hi

                    @EscapeArtist : it worked !!!

                    i have exploded all in sketchup, exported to kmz4,
                    and in blender imported the .dae inside it

                    however the model is extremelly large so i have modified some properties
                    http://www.katsbits.com/htm/tutorials/sketchup_converting_import_kmz_blender_advanced.htm

                    so i have now my model correctly imported and textured in blender β˜€

                    now the problem will be how to export it correctly into UDK

                    but this is another question πŸ˜‰

                    ps : any udk users here ?

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                    • A Offline
                      amigoface
                      last edited by

                      finally i get my models into udk with the right blender/plugins versions πŸŽ‰

                      they are not perfect but just fine

                      thanks

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                      • E Offline
                        eaglevision
                        last edited by

                        @escapeartist said:

                        I thought I'd give this a try and see what happens. Unfortunately, it leaves a more complex model full of missing faces and materials, not quite as badly as the obj exporter.rb that has been floating around or a while (I can't get it to work at all).

                        What still works best is to extract the .dae from a .kmz and import that to Blender, and you can export from there into the .ase or whatever other format with a plugin; though I must say it imports quite a mess of triangulated faces, and if you want quads you're out of luck.

                        From my experience on importing Sketchup models to CE2 via collada, the problem with glitches on the models come from exporting an untextured model. This can be solved simply by applying a texture to every visible face of the model, easily done if all its faces are connected, you press shift + LMP while applying a texture and all the faces will be textured. After that there should be no problems.

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