[Plugin] Import OBJ with Materials v2.1 20131118
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Sorry guys.. I don't want to spam this topic but I'd be very glad if someone could explain how to import correctly-mapped Xfrog trees into sketchy...
Sorry TIG if I go a little off-topic: I've stumbled on your topic because I am very interested in your plugin: you did a good work. A big thank you. -
this idea is nice !
but this plugin is bad !
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@unknownuser said:
this idea is nice !
but this plugin is bad !Why is it ?
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You write a better plugin then... it's a free country/world...
If my best isn't good enough then make it better, and share it... -
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@unknownuser said:
this idea is nice !
but this plugin is bad !
You're lack of details is astounding.....How about some useful information about what the plugin is or isn't doing? And maybe a test file that it fails on?
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TIG, thanks for sharing this great plugin!
@unknownuser said:
this plugin is bad
to quote one of my favorite bands Flight of the Conchords "could you be more specific with your feedback, please?" -
Tig I just wanted you to know that your constribution will never be forgotten as well as many other great plugin writers. Some times people just took these great plugins for granted. When something doesn't for an individual, they complained. Some of us don't know how fortunate we are to have all these great individuals to write up the plugins and given them for free. Wait til the plugin writer start charging people to have their plugins download... then people will go nutz.
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Thanks for the kind words... I know it's not perfect but it does work a lot of the time and there are work around for when the obj's format is incompatible...
I just got rankled at the lack of civility or useful criticism in that recent post - "if you can do better do it", was my challenge...
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Here's v1.5 20100816 Missing 'group' in some types of OBJ code trapped [with "g OBJ"].
http://forums.sketchucation.com/viewtopic.php?p=172790#p172790 -
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I tried out this importer on a obj I had exported from SU - then edited in PS.
On importing it back to SU I noticed some errors. Attached is the model and screenshots from SU vs Max:p.s.: the topic title doesn't reflect the current version.
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Just noticed another glitch above the left front light.
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TIG, I tried using your script to import .obj files from this website http://www.modelplusmodel.com, and it doesn't work. note that it didn't work for the simlab importer as well, something about negative indexes of the faces. Can you look into it? Also reading through the posts trying to get a better understanding of the .obj file type. Does every obj file need a mtl file for materials and textures?
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@jsteacy said:
TIG, I tried using your script to import .OBJ files from this website http://www.modelplusmodel.com, and it doesn't work. Note that it didn't work for the Simlab Importer as well, something about negative indexes of the faces. Can you look into it? Also reading through the posts trying to get a better understanding of the .OBJ file type. Does every OBJ file need an MTL file for materials and textures?
That site's free-sample bird 3DS file imported OK [in Pro] - see below...
BUT the OBJ file format...
To answer your questions first...
If there is no MTL file then there are no colors/materials in the resulting mesh.
If there is an MTL file but no images in the defined ../folder_path/file_name then there objects with materials specified will only get the color without the texture.The
f 123/123 124/124 125/125
is the correct way for a face to be specified in an OBJ file - this face is triangular, and uses vertices 123/124/125 [v] and the equivalent texture vertices [vt].
I can't see why their OBJ file format uses negative values at all !!!My OBJ Importer is not foolproof... BUT can you point me at exact problem [OBJ[MTL] files... or PM me them ?
I can change my code to trap for any negative values for 'face indices' [see below]... BUT the imported object might end up being rubbish anyway ? I suspect that we need a miracle ?? -
negative vertex references are legal in the .obj format.
f -1 -2 -3
this just means use the vertexes defined 1, 2, and 3 lines previous. Negative index values mean a relative offset from the current line. (I think. ) Not sure if it includes all lines, or just 'v' lines in the count, though.
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"BUT the imported object might end up being rubbish anyway ? I suspect that we need a miracle ??"
I believe it can be done... well just tested and Thea did import that 'F06 House bird' OK... sorry I don't have internal details how importer will actually handle this model. -
Since Ruby has negative array indexes already, and the .obj is imported in at least a recognizable format, it may be something simple like an off-by-one error for negative indexes.
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I tried all of them including the house bird, and nothing gets imported. This is what I get from the console after I click the units to import to:
Error; #<ArgumentError; Cannot convert argument to Sketchup;;Point3d> C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;278;in `add' C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;278;in `run' C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;278;in `map' C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;278;in `run' C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;208;in `each' C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;208;in `run' C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;329 C;/Program Files/Google/Google SketchUp 7/Plugins/obj_importer.rb;329;in `call'
hope that helps
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So if the face-indices are 'negative' then we work backwards through the face vertex lists ? - i.e we reverse the array of v's, and take the abs value as the index ?
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Line 248:
values.each do |v| w = v.split("/") vvv = Integer(w[0]) if vvv <= -2 # this vvv += 1 end face<<Integer(vvv) face_uvs.push(w[1].to_i)if w[1]
And maybe look at
fill_from_mesh
instead of add_faces_from_mesh
. # Line 302. Probably left over from someone else..I'm shocked it actually seems to have worked - it was just a hunch.
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