[Plugin] Very fast texture writer
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I tried 3a and 4 from TIGās post:
@tig said:
The original
fast_tw.rb
works in v2014, but is Ruby Console run.
This attached version is the same as the one in the PluginStore's RBZ.
[attachment=2:3ie6v21l]<!-- ia2 -->fast_tw.rb<!-- ia2 -->[/attachment:3ie6v21l]
The Depot'sfast_tw_3.rb
is menu driven and has several extra options.
It is compatible with v2014.
This has some issues, which my post a little earlier explained how to fix.
This attached version has those issues fixed.
I have incremented it tofast_tw_3a.rb
[attachment=1:3ie6v21l]<!-- ia1 -->fast_tw_3a.rb<!-- ia1 -->[/attachment:3ie6v21l]
In an earlier post in this thread another version of the RB was attached [confusingly with the same version suffix].
This is also menu driven and includes several additional options.
BUT this one is full of coding issues and it is NOT compatible with v2014.
This attached version has those issues fixed and is now v2014 compatible.
I have renamed itfast_tw_4.rb
for the avoidance of doubt.
[attachment=0:3ie6v21l]<!-- ia0 -->fast_tw_4.rb<!-- ia0 -->[/attachment:3ie6v21l] -
Note these lines from above:
@tig said:
The original
fast_tw.rb
works in v2014, but is Ruby Console run.
This attached version is the same as the one in the PluginStore's RBZ.So the one in the PlugInStore is the first generation - and runs in the Ruby Console. The 3a and 4 versions are updates that run in menus.
But I still get the same results in any of them - that I get alphanumeric strings for file names instead of the material names that were in the SKP file.
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Ok, I finally went in and made a copy of one of the SKM files, renamed it to .ZIP, opened it, and looked at the files. The JPG file in there has the alphanumeric filename Iām encountering. Doing the same with some other materials gets a filename based on the material name.
So, in this case, the materials Iām trying to work with just have random alphanumeric filenames for the JPGs they originally created the materials from - so that is all that fast_tw is able to extract. Itās a fault of the materials Iām working with and nothing to do with fast_tw.
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@lemoyne architect said:
..The JPG file in there has the alphanumeric filename Iām encountering. the same with some other materials gets a filename based on the material name...
glad you resolved it, but I'm now curious did the name show as that in the material browser?
john
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No, that was what was confusing me. I had downloaded a model from the 3DWarehouse, but wanted to modify the materials being used. There were enough that I was looking for an easy way to strip them out rather than right clicking on each and every material and editing them individually - hence doing a search and finding fast_tw.
Playing around with fast_tw and other materials, most of the time someone names the JPG the same name as the material they create. In this case the materials were things like āMaterial001, Material002, Material003ā¦ā while the JPGs were named ā4IASae2uulg1, NX054xYNCb63, QtIJ9RU2U1Mjā¦ā
To me, it would seem that would make it very difficult to keep things organized during the creation of the materials, but some people seem to just make things more difficult than they need to be.
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ahhh... Material001/2, etc and or <auto_1/2> etc... are name given when SU finds an 'unknown' material in an import or from the eyedropper...
that looks like it uses the materials unique id for the jpg name...
I think fast_tw could be tweaked to re-name the jpg and mat at the same time...
john
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Hi
Does this work in SU2016?
I cant see it anywhere after install, although the ruby script "fast_tw +" works in extracting all but 4 out of maybe 15 materials in my sample model.
Is there an icon for this or menu shortcut in SU16 or is it only usable by Ruby?
Thanks
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It's not an extension.
It's some code to run from the Ruby Console.
It's pretty old...
It will work in v2016.
You can add the menu item or toolbar yourself...
There are many simple plugins from which you can crib the method[s]...Depending what you want to do with your texture images, v2016 also now has this additional thumbnail writing method [max resolution 128px] - this also includes non-textured materials.
model=Sketchup.active_model folder=UI.select_directory( title; "Select Folder for Thumbnails", directory; File.dirname(model.path) ) if folder model.materials.each{|material| thumbnail = File.join(folder, "#{material.display_name}.png") material.write_thumbnail(thumbnail, 128) } end
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@TIG, is there really a size limit on a PC...
I write them out at 512px in one of my plugins for mac...
john
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I've had several PC failures with a resolution > 128px [although it's not clearly limited in the API docs - but you know what those docs are like!!!], hence my suggestion of a max size...
BUT the PC users are free to try it with bigger sizes, and then disabuse me of my preconception [if they get it to work]... -
I was looking for a plugin like that. I had a file with many textures, but most were not applied to any object. When you export a 3DS file for example, the textures that were not applied to any face were not exported.
This Plugin helped me a lot because it exports all the textures that are in the model, including those that are not applied.
Thank you very much.
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