[Plugin] OBJexporter v3.0 20130131
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I am new to Sketchup. I currently am trying the free Sketchup 8 on MacOS 10.6. I can read in an object into Sketchup, and run the OBJexporter from the plugin menu, but the message I keep getting is :
Writing textures failed!
Exporting Component: A
Exporting Component: B
etc.
Nothing to export
Exporting geometry to: /Users/eags/Desktop/Untitled.obj
Done.The .obj file has content, but cannot be read by Vue or Cheetah3D.
Am I missing something?
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Have you saved the SKP before exporting?
Try exploding the imported 'group' and re-export as obj and see what happens...
Have you tried exporting a very simple box with some textured materials applied to it.
Then reimporting the obj... -
I will render my SU-Model in DAZ-Studio (http://www.daz3d.com) so I need my model as OBJ and I'm very happy to find these plugin. But after the import (.obj and .mtl) in DAZ (or I tested it also in MeshLab) not all textures are correctly. The wrong textures a not the biggest problem, I can fix it in DAZ, but a lot of skins are declared as "Default material" but there are not default. So I can't adjust them separately. Is where anything I can do to fix it?
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@user2012 said:
I will render my SU-Model in DAZ-Studio (http://www.daz3d.com) so I need my model as OBJ and I'm very happy to find these plugin. But after the import (.obj and .mtl) in DAZ (or I tested it also in MeshLab) not all textures are correctly. The wrong textures a not the biggest problem, I can fix it in DAZ, but a lot of skins are declared as "Default material" but there are not default. So I can't adjust them separately. Is where anything I can do to fix it?
Remember to apply textured-materials to faces rather than components/groups.
Textures with 'skewed' UV-mapping will no be correct - make these materials unique before you export.
If you are opening a file based on an earlier obj your application might remember old settings - try afresh...
I suspect this as the main problem... IF you have faces showing with 'default-material' when they aren't in the SKP then I suspect that you have modeled [or have imported others' objects] with some of the faces 'reversed'.
To check this switch you View to Monochrome mode with a Style where the back-face material is very different to the front - say blue v. white. You might then find that you have applied textures to the back of some faces and the front face is indeed still in the 'default-material'. ALL back faces always export as having the 'default-material' since an OBJ by default only shows front faces with applied materials...
It is not the fault of the exporter, or the application importing the file - rather the modeler has simply made the SKP wrong and both other tools are showing the result...
There are several tools like my 'FixReversedFaceMaterials' that help you sort out this kind of messy modeling...... -
Thanks for the answer β just these moment I found the same idea in the help β¦
http://sketchup.google.com/support/bin/answer.py?hlrm=de&answer=36260
A plain has a front and a back side, no problem in SU. But on the export only the front side will be exported β so I have to use the monochrome-view to find all βback-sideβ plains in my model an change them into a front-side. Easy but takes a long time β¦
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@user2012 said:
Thanks for the answer β just these moment I found the same idea in the help β¦
http://sketchup.google.com/support/bin/answer.py?hlrm=de&answer=36260
A plain has a front and a back side, no problem in SU. But on the export only the front side will be exported β so I have to use the monochrome-view to find all βback-sideβ plains in my model an change them into a front-side. Easy but takes a long time β¦
Look at this http://forums.sketchucation.com/viewtopic.php?p=264134#p264134 ............
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Thanks!!!! Very good advice - the plugin is very helpfully. The German translation of the menutext in the plugin is horrible - but it works
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@user2012 said:
Thanks!!!! Very good advice - the plugin is very helpfully. The German translation of the menu-text in the plugin is horrible - but it works
The ...DE.lingvo file is easily edited - the supplied lingvo files are not the definitive translations - some locales don't even get one! - they are for you to adjust/correct/improve - please do so and post you improved version for other German locale users too...
It is 'free' so do your bit to improve it... -
@tig said:
The ...DE.lingvo file is easily edited - the supplied lingvo files are not the definitive translations - some locales don't even get one! - they are for you to adjust/correct/improve - please do so and post you improved version for other German locale users too...
It is 'free' so do your bit to improve it...So here is my version of the FixReversedFaceMaterialsDE.lingvo. I hope it will help other German users ("Viel Spass damit!"). Perhaps it's better posted or linked to the FixReversedFaceMaterial topic?
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@user2012 said:
@tig said:
The ...DE.lingvo file is easily edited - the supplied lingvo files are not the definitive translations - some locales don't even get one! - they are for you to adjust/correct/improve - please do so and post you improved version for other German locale users too...
It is 'free' so do your bit to improve it...So here is my version of the FixReversedFaceMaterialsDE.lingvo. I hope it will help other German users ("Viel Spass damit!"). Perhaps it's better posted or linked to the FixReversedFaceMaterial topic?
I add it there and also include it in any future updates...
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Thanks TIG for this plug-in.
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Here's v1.1 http://forums.sketchucation.com/viewtopic.php?p=294844#p294844
The Image class method extensions now only load if they haven't been defined already... -
I am having some trouble getting this plug-in to show up in the file menu. I placed it in the Plugins folder, but it still wonβt show up.
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I'm assuming you get no error messages with it ?
If it's still not there under the File menu as 'OBJexporter'... then if you are on Vista it might appear that you have added it to the ../Plugins/ folder but the .rb file has actually been moved into a 'Compatibility Files' folder to 'protect you'
If so you need to fix your right-click Preferences > Security and reset 'access rights' to be 'full' for both the Plugins folder, and any files or subfolders in it...
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Hey, i'm new here.
I just exporeted something, but how do I access it?
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@jabberwock xeno said:
Hey, i'm new here.
I just exported something, but how do I access it?Look in the Model's folder.
There will be the Model.SKP file [and perhaps Model.SKB backup file].
After running the OBJexporter you should also have a Model.OBJ file and a Model.MTL.
The OBJ file defines the geometry and its matching MTL file defines the materials.
If there are 'textures' used by any materials then the required image files are put into a subfolder named 'Model_Textures'.
If you now import the OBJ file into an application it will automatically look for the material MTL file in the same folder as the OBJ... and if there are any images needed by the MTL file that looks in the 'Model_Textures' subfolder that is with the two files... So if you move the files you must ensure that they and the subfolder are all kept together in the same relationship - if you are sending them to someone else zip them in the same relationship too. -
Just wondering if anyone else has had a problem like mine. When I use your OBJ exporter and then open it in another app, none of the geometry is connected. For instance, after loading in Ultimate Unwrap 3D all triangles are individual and not welded. After imported into Sculptris all modifications affect individual faces only. I hope I explained that well enough
Model
SU Pro OBJ in Ultimate Unwrap 3D - Box UV map
TIG's OBJ in Ultimate Unwrap 3D - Box UV map
Any insight as to what I may be doing wrong?
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I'm not sure I fully understand...
I does export faces as triangles - irrespective of their original form.
It doesn't 'weld' faces rather export separate faces, but each face's UV-mapping should be respected - unless the texture has been 'skewed'... -
The exporter is not re-using vertices, instead creating new entries for each face regardless if they are already in the vertex list.
(That's more of an assumption since I haven't looked at the code.)
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I was hoping to edit the exported OBJ in Sculptris mainly. I just figured that Ultimate Unwrap 3D would give a better example. Here's what I get when smoothing faces in Sculptris...
Since the faces aren't welded, they 'break' when editing. Would it be possible to export with welded faces?
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