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    [Plugin] OBJexporter v3.0 20130131

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    • A Offline
      Alienizer
      last edited by

      @tig said:

      It is a 9Mb SKP and makes an OBJ file with 41 million lines of code so taking 5min+ to complete isn't surprising!
      It worked fine for me...
      The only 'error' was it di dn't write '#EOF' into the end of the MTL file but that's just for me so I know it's done all materials [but it had?]

      I let mine site all night for 9 hours and the last line of the mtl file still was "newmtl fueg", and the exporter stutus said it was done in 66 secs. So I closed Sketchup and that commited the buffer to the mtl file and it was then complete!

      I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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      • TIGT Offline
        TIG Moderator
        last edited by

        Strange - might be a memory issue ?
        Also the missing [but not fatal] '#EOF' in the MTL was puzzling as there were no error messages ???
        If I get to the bottom of it I'll let you know.

        TIG

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        • A Offline
          Alienizer
          last edited by

          @tig said:

          Strange - might be a memory issue ?
          Also the missing [but not fatal] '#EOF' in the MTL was puzzling as there were no error messages ???
          If I get to the bottom of it I'll let you know.

          This is the second model it did this. The first one, I thought it was Sketchup because when I closed it, then file became complete. I don't remember which one it was! I know the file doesn't get closed because it has a write lock on it until you close Sketchup, even though the exporter is done without any errors!

          I have a suggestion 😳 Can you incorporate the fix reverse back face material in the exporter? Perhaps add a checkbox for that opton? Maybe it's faster to do it as it goes then using both plugins? I'm not the expert so I don't know.

          Thanks TIG, your exporter is by far the best the way it is.

          I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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          • A Offline
            Alienizer
            last edited by

            TIG, does your exporter use the object axis to orient the triangle? The reason I ask is, if I change the axis from blue up to blue down in a group, the triangle face is reversed when exported, and the ray/triangle test shows that it hit the backface when in fact it did not! Same happen with the SK obj exporter. Any idea? thanks.

            I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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            • X Offline
              xlntgraphix
              last edited by

              Thanks TIG! I'm new at this (less than a week) but this is exactly what I'll need for my 1st project. I still haven't really grasped the why to choose "group -vs- component" strategies. Now, in an above reply, it seems you were adding a "when to or whether to" aspect, where exporting is concerned. Have I mis-understood you? Could you please clarify? Again THANKS for this awesome plug-in. -XLNTgraphix

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              • T Offline
                tichit
                last edited by

                Thank you so much, this plugin is very useful for me.

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                • A Offline
                  Alienizer
                  last edited by

                  One more model that the texture does not export properly but it does with the skp obj exporter...

                  Error 404 (Not Found)!!1

                  favicon

                  (sketchup.google.com)

                  Beside that, you rock, so as your exporter, thank you.

                  I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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                  • R Offline
                    remon_v
                    last edited by

                    Great work on the OBJ exporter πŸ˜„
                    So if I understand correctly it is not possible to export quad polygons atm?

                    Cheers
                    remon_v

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                    • TIGT Offline
                      TIG Moderator
                      last edited by

                      @remon_v said:

                      Great work on the OBJ exporter πŸ˜„
                      So if I understand correctly it is not possible to export quad polygons atm?

                      Cheers
                      remon_v
                      No, all faces are 'triangulated' - which is a requirement for many renderers anyway...

                      TIG

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                      • R Offline
                        remon_v
                        last edited by

                        Yes true, for Octane it is. Why I'm asking is because I want to intrigate SU in my Workflow for architectural modeling. So I want to model the basics in SU and export to Modo, add the organic stuff and render. I just tried accutrans to detriangulate, but it doesn't work for a 100%.

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                        • TIGT Offline
                          TIG Moderator
                          last edited by

                          Of course the built-in OBJ-exporter in Sketchup Pro lets you specify triangulation or NOT...Capture.PNG
                          Why not get the time limited version and use it for just that [you can run versions in parallel] - the improvements in v8 makes it worth upgrading anyway...
                          My tool is intended for those 'Free' users who want some OBJ-export capability - but limiting it to triangulation and meters is the price you [don't] pay πŸ˜‰ ...

                          TIG

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                          • R Offline
                            redlerred7
                            last edited by

                            I normally export as .X with a similar plugin. I ask: will this make 2k texture image files if you're whole 20k face model is UV Mapped almost completely with projected textures?

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                            • TIGT Offline
                              TIG Moderator
                              last edited by

                              If the textures are simply positioned or rotated/scaled one image-file is used for all versions and adjusted within the OBJ code itself, but with distorted/skewed textures passing the 4 required vertex-normals to a 3-vertexed triangle-face is awkward [impossible?] - this tool and the Pro OBJ-exporter make separate image-files for each face with such a distorted textured material. The Pro version does 'reuse' some image-files that have the exact same distortion, but my exporter does not [it makes one image-file for every distorted texture]... SO if you have a complex set of faces with skewed textures you will get a lot of image-files exported... πŸ˜•

                              TIG

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                              • P Offline
                                pcfreak1997
                                last edited by

                                Love it! This is the best I've seen yet!

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                                • M Offline
                                  marietjie
                                  last edited by

                                  hello.thank goodness for clever people

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                                  • S Offline
                                    Shi-Gu
                                    last edited by

                                    Works perfectly for me, thankyou so much for this plug-in!

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                                    • michaliszissiouM Offline
                                      michaliszissiou
                                      last edited by

                                      I use this plugin a lot. Thank you tig so much. The only other solution is to use SU pro just for the obj exporter.
                                      Colada with all the tricks isn't that good.
                                      I use to export obj to lot of apps.
                                      But:
                                      What is happening, and lot of apps confirm it is that this plugin exports double vertices.
                                      Impossible to handle them in zbrush or 3dcoat or elsewhere as it is.
                                      What I do is to import in blender / edit mode / delete doubles.

                                      Or for a perfect export:

                                      I use the remove inner faces plugin first of all.
                                      Export to blender / remove doubles / recalculate normals outside. (for this last one, inner faces or better non-manifolds shouldn't exist)

                                      Textures? Let's forget it, actually I don't need them as going for UV decent mapping.

                                      So a question, why double vertices? Is it a double faces SU textures-related problem? Is it possible to have a check to avoid them?

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                                      • jolranJ Offline
                                        jolran
                                        last edited by

                                        My guess is that the vertices are not welded.

                                        Which means that the faces are not attached to each other(big problem in Z-brush).. It is probably not a bug (like having doublettes of vertices), but rather that each face need it's own vertices.
                                        For ex 2 faces on a cube will share vertexpositions, but not being welded.

                                        Haven't used this OBJ.exporter. But, I am using Octaine-exporter and havent seen any issues regarding that. Wonder if thoose 2 plugins use the same alogaritm?

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                                        • TIGT Offline
                                          TIG Moderator
                                          last edited by

                                          @jolran said:

                                          My guess is that the vertices are not welded.

                                          Which means that the faces are not attached to each other(big problem in Z-brush).. It is probably not a bug (like having doublettes of vertices), but rather that each face need it's own vertices.
                                          For ex 2 faces on a cube will share vertexpositions, but not being welded.

                                          Haven't used this OBJ.exporter. But, I am using Octaine-exporter and havent seen any issues regarding that. Wonder if thoose 2 plugins use the same alogaritm?
                                          They do use the same algorithms - I wrote both of them πŸ˜‰

                                          TIG

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                                          • michaliszissiouM Offline
                                            michaliszissiou
                                            last edited by

                                            @unknownuser said:

                                            My guess is that the vertices are not welded.

                                            Exactly. I checked it. When removing double vertices in blender they become welded.
                                            Here a simple skp and the exported tt.obj, a welded in blender obj and a converted to quads one.

                                            Same not welded issue is happening to collada exports too (1.4)

                                            For compatibility with zbrush, use these parameters under import palette.
                                            Screen shot 2011-12-19 at 2.12.30 PM.png

                                            My wish could be this:
                                            Close holes (make mess waterproof) / Remove innerfaces(non manifolds) / weld vertices / export obj
                                            No SU textures / UVs.
                                            I can do this manually of course.


                                            tt.skp


                                            Archive.zip

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