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    [Plugin] Import OBJ with Materials v2.1 20131118

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    • honoluludesktopH Offline
      honoluludesktop
      last edited by

      TIG, thanks for this importer. I am playing with the "3D Modeling with Silhouettes" application, and using your plugin to bring its models into sketchup.

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      • P Offline
        pibuz
        last edited by

        Hei TIG, sorry to bother...
        I can run your script easily, but at the end of the transformation progress SU exits giving a BUGsplat message... How can I fix this?

        WEB (ita) - https://filipposcarso.wixsite.com/ordinentropico

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        • TIGT Offline
          TIG Moderator
          last edited by

          @pibuz said:

          Hei TIG, sorry to bother...
          I can run your script easily, but at the end of the transformation progress SU exits giving a BUGsplat message... How can I fix this?

          Not sure - without loads more details about version, OS the OBJ itself etc...
          Have you tried the OBJimporter by Fluidimporter http://forums.sketchucation.com/viewtopic.php?p=316470#p316470 that is quicker and less prone to error than my old thing...

          TIG

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          • P Offline
            pibuz
            last edited by

            No I didn't! I'll try that thanks!

            WEB (ita) - https://filipposcarso.wixsite.com/ordinentropico

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            • I Offline
              Immer
              last edited by

              Hi TIG, I've got a few more patches for you, on your importer this time. I've been running into " - Material already exists..." errors a lot, which cause the associated group to be imported untextured.

              I changed the following code to reuse the existing material, but it might be nice to have an option to automatically mangle the material name if it really is a different texture.

              
              	when "newmtl"
              		mat_name=values[0]
                              matnames=[];materials.each{|mat|matnames << mat.display_name}
                              if matnames.include?(mat_name)
                                puts mat_name+" - Material already exists..."
                                ### traps for usemtl called x2 in obj or pre-existing materials
                                current_mat=nil
              		  ## NEW; make sure pre-existing materials are re-used
              		  if nil==new_mats.find{|mat|mat.name==mat_name}
              			new_mats << materials[mat_name]
              		  end
              
              

              I also noticed that the vast majority of import time is spent updating the progress bar. A quick fix that shortens a minute-long import to a few seconds:

              
              change 
              	Sketchup.set_status_text("Processing line #{line_cnt} of #{lines.length}")
              to
              	 if line_cnt % 73 == 0 # could be any number, 73 just makes the digits spin nicely
              		Sketchup.set_status_text("Processing line #{line_cnt} of #{lines.length}")
              	 end
              
              

              Finally, one of my test models suffered from the "some faces get reversed" bug mentioned above - but I noticed that when I then imported the same object again, without my material reuse code so it ended up untextured, the problem disappeared. When I tested by commenting out the "position_material" line in the following code the problem also went away, but obviously so did the texture.

              
              if new_face and @current_mat!= nil 
              	if @current_mat.texture != nil
              		pt_array=[]
              		pt_array=[verts[0],face_uvs[0],verts[1],face_uvs[1],verts[2],face_uvs[2]]if verts_length==3 and face_uvs
              		pt_array=[verts[0],face_uvs[0],verts[1],face_uvs[1],verts[2],face_uvs[2],verts[3],face_uvs[3]]if verts_length>3 and face_uvs
              		# new_face.position_material(@current_mat,pt_array,true)
              	else
              ...
              
              

              I'll keep poking at it, but I'm having to figure out both Ruby and Sketchup's API as I go, so you might have more luck.

              Here's the globe model I noticed the problem on for referencetextured globe that suffers from some face-inversions when imported

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              • TIGT Offline
                TIG Moderator
                last edited by

                Immer

                I'd be more than happy for you to take over 'my' OBJimporter - 'Fluid' has recently made an equivalent compiled version [currently PC only].
                BUT if you want to redo aspects of my stuff then please do so and publish them - I only want credit/blame for my bits [note that several others also made earlier contributions to this 'collaboration' !].
                You can start a new thread [then I'll edit mine to direct new browsers to yours...]
                I have too much on right now to do many changes to tools that I feel are now 'spent'...
                BUT if you can improve it please do so πŸ˜„

                TIG

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                • I Offline
                  Immer
                  last edited by

                  Thanks, but I've got enough projects on my plate already, I was just lopping a few warts off a new tool in my box. I've seen Fluid, but my main dabbling machine is an old Mac so it's not convenient to use.

                  I can completely relate to not wanting to make frequent updates to old projects though, so here's my faster version for anyone interested.much faster version that also reuses existing materials instead of leaving objects untextured

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                  • C Offline
                    chango70
                    last edited by

                    @immer said:

                    Thanks, but I've got enough projects on my plate already, I was just lopping a few warts off a new tool in my box. I've seen Fluid, but my main dabbling machine is an old Mac so it's not convenient to use.

                    I can completely relate to not wanting to make frequent updates to old projects though, so here's my faster version for anyone interested.[attachment=0:1hpltocr]<!-- ia0 -->obj_importer.rb<!-- ia0 -->[/attachment:1hpltocr]

                    Cool will give it a spin shortly.

                    Cheers

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                    • G Offline
                      gmfs1410
                      last edited by

                      TY ...

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                      • D Offline
                        Danobe1964
                        last edited by

                        This plugin is the missing link between SketchUp and "Bryce 7 PLE" (also free) that I use as a renderengine.
                        It is a perfect team and this obj-exporter is the hard to find plugin.
                        Many thanks!
                        Daniel

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                        • A Offline
                          Arzka007
                          last edited by

                          Great plugin, thanks.

                          However, I have a problem with many OBJ files I try to import to SketchUp... Textures are missing. 😞

                          From previous posts i realized that this is not actually a "bug" in OBJ importer. The reason is that many OBJ files are originally exported with "hard coded" texture paths (instead of relative pathing). So OBJ importer is trying to find textures from folder that doesn't exist in my computer...

                          But hey, maybe it could be possible to do something for this?

                          Maybe you could add a setting for "default textures folder", so that OBJ importer would always look for textures from that user-defined folder (and it's subfolders) when OBJ file is imported? Or maybe textures that are in the same folder with OBJ file (or in /Textures folder) could be automatically imported with OBJ file?

                          I know that this can be done by editing manually MTL file that comes with OBJ file, but that's too much "hacking" for me... Especially if I have to do this with every sigle OBJ file that I import to SketchUp...

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                          • TIGT Offline
                            TIG Moderator
                            last edited by

                            The MTL file almost always goes in the same folder as the OBJ file - if you open the OBJ file in a text editor like Notepad it shows the MTL 'relative' path in the first few lines...
                            If you open the MTL file in a text editor like Notepad it shows the path expected to each of the image-files used for the textures. Simply place the image-files [if you have them] in the same relationship - either in the same folder as the MTL or a subfolder suitably named...

                            TIG

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                            • A Offline
                              Arzka007
                              last edited by

                              Yeah that can be done of course - it's just not always very handy.

                              For exaple, a guy who originally created the 3d object might have stored his textures into folder like this:

                              C:\Documents and Settings\Leonardo\projects\maya\sci-fi\spaceships\enterprise\textures

                              Before I could place my textures in similar location, I would first have to create folder "Leonardo", then subfolder "projects", then subfolder "maya" etc. As I said, not very handy...

                              Programs like "Accutrans" and "Deep Exploration" have this "default textures folder" function. Or, if they can't find textures either in folder that is defined in MTL file or in "default textures folder" they ask the user "do you want to locate textures manually?".

                              I just thought that OBJ Importer could have some similar function... But maybe it's too much to ask all the features that are in commercial applications from a free plugin...

                              (Don't get me wrong, OBJ Importer is really really great plugin already just the way it is.) πŸ‘

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                              • TIGT Offline
                                TIG Moderator
                                last edited by

                                No!
                                A GOOD OBJ exporter typically makes copies all of the linked image-files either in the same folder as the OBJ, OR better in a subfolder called Images or XXX_Images or XXX_Textures, where XXX is the name of the OBJ file - OR it just fails to export them like 'tree3d.exe'.
                                The OBJ file says which MTL file it's using in the first few lines of code - typically it's just a name and the MTL is a file in the same folder as the OBJ, with a matching name but the .mtl suffix.
                                Then for each collection of faces defined in the OBJ it sets the material 'by name' that it'll be used for those faces, and there's a list of materials 'by name' defined within the MTL file - each with its own color, transparency, texture etc.
                                The MTL file sets the path to an image-file, if any, because an MTL can just be a 'color'.
                                That path as I said is typically to a file in a subfolder, kept with the OBJ/MTL, that holds jpg/png files, named exactly as specified in the MTL file...

                                An OBJ importer looks for the MTL file... and if it exists then it applies the materials in it to the appropriate face-sets... it looks for the specified image-file [if any] for each material and if it's found it then uses that too...

                                If you have the image-files it's a simple matter of putting them in the path specified in the MTL - in my experience I have never seen anything other than a list of file names [i.e. the image-files are in the same folder as the MTL file OR more commonly the image-files are in a subfolder kept with the MTL file πŸ˜•

                                IF the MTL file is 'messed up' then manually edit it to repath each of the image-files defined in the lines starting 'map_Kd ' thus:
                                map_Kd Images/image1.png
                                and where 'image1.png' id the name of the file you have that should be used...
                                and where you have made a new folder called 'Images' kept with the MTL file and you have put all of the image-files in there!

                                TIG

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                                • A Offline
                                  Arzka007
                                  last edited by

                                  "A GOOD OBJ exporter typically makes copies all of the linked image-files either in the same folder as the OBJ, OR better in a subfolder called Images or XXX_Images or XXX_Textures, where XXX is the name of the OBJ file"

                                  I couldn't agree more that that's the way is SHOULD be done. However, many programs, for example popular 3ds Max, don't do it that way by default. (Why not, I have no idea.)

                                  When you save an object from 3ds Max in OBJ format (using default settings), linked image-files are NOT copied to the folder where OBJ and MTL files are saved. MTL file only contains links to original texture folder.

                                  And when people try to open these files (in other computers) they can't see textures... And they keep filling forums with questions like "missing textures when opening OBJ file" (as seen in this thread also).

                                  But hey, who cares, let's forget the whole thing! πŸ’š

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                                  • TIGT Offline
                                    TIG Moderator
                                    last edited by

                                    http://forums.sketchucation.com/viewtopic.php?p=284378#p284378
                                    explains how OBJ should be exported from 3dsMax...

                                    Because an MTL is a text file it not that hard to find every image file in the list and remove all but the file name from the path, the replace the first part with a folder path
                                    So
                                    map_Kd SomeFolder/SomeOtherFolder/YetAnotherFolder/Images/image1.png
                                    becomes [if the folder path is always the same a bulk Find+Replace edit is possible]
                                    map_Kd image1.png
                                    then you use a bulk Find+Replace ' map_Kd' >>> ' map_Kd Images/'
                                    so you have
                                    map_Kd Images/image1.png
                                    etc for all of the image-files...
                                    Then move all of the image-files into an 'Images' folder with the MTL...
                                    It should work fine...

                                    TIG

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      Got a feature request: Make it use the Importer class: http://code.google.com/apis/sketchup/docs/ourdoc/importer.html

                                      That way it can be found under the native importer options.

                                      Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        hm...

                                        Importing a OBJ file now, I'm getting lots of Error: 666 in the Ruby Console. πŸ˜•

                                        Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • TIGT Offline
                                          TIG Moderator
                                          last edited by

                                          Sometimes OBJ files throw an error [I suspect that it depends how they were 'written' originally - there are several different 'formats' - e.g. define some vertices then related faces per group... or define all vertices then all faces en mass; which is more difficult to read 'manually' too] - the geometry for the face is invalid - the three points are perhaps colinear or [effectively] coincident - so I get it to put up an error instead of crashing... The 666 is a longstanding joke with Rich πŸ˜’ http://forums.sketchucation.com/viewtopic.php?p=316402#p316402
                                          Although it throws the errors up it usually seems to make the expected geometry - so it's difficult to see what's 'gone wrong' πŸ˜•
                                          You can of course easily tweak the 666 rescue message to include the Exception - but frankly I found that little use either...
                                          My importer is not [always] as good as the compiled dll version that is available.
                                          For MAC it is the only option.

                                          TIG

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            There is a compiled version?

                                            Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                            List of my plugins and link to the CookieWare fund

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