Help with export. Google really needs to fix this
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Sure, attached is a basic sketchup file with just one building. Are you able to export this as a 3ds, fbx, or obj file with textures? It never works for me.
Thanks for looking!
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I may have found a work around.
- Explode everything in the scene.
- Export as a KMZ file
- Re-import into sketchup
- Now export as a 3dS or fbx, or Ojb file.
Seems to work for me?
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Wow that's strange, couldn't get an export in 3ds or obj no matter what settings I used. Even copy pasted into a new file, purged model, grouped, exploded. Where the textures photo matched?, I've never ran into this problem but I don't really use photo match.
Mike
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Is it possibly from non-standard characters in images names or anything?
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it's something to do with the textures though i'm not sure what..
i opened one of the textures in photoshop & did nothing to it other than resaved it (using the same name too).. re-imported it to sketchup and it exports fine..
two skps for comparison :
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Is it bit depth?
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@chris fullmer said:
Is it bit depth?
as far as i can tell, no.. i'm pretty sure it's 8 bit which shouldn't be a problem.. that said, i'm not sure if photoshop & preview (macs image viewer that i opened it in as well) converting it to 8bit prior to opening it..
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I think it has something to do with the way photo match handles or names textures. I was able to export to 3ds with textures. What I had to do was export a texture one at a time, then delete in the model, then import it and reapply to a face, it then exported fine. But what I noticed was some textures were named photo texture 38, photo texture 38#2, photo texture 38#3, and so on but when I would export texture 38#2 or 38#3 it didn't pick up the # after the 38, it would just say photo texture 38 already exists, do you want to replace it?, so I would have to rename it.
Mike
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This is interesting, and is starting to sound like a bug that will need to get reported once we track down the simplest steps to reproduce it.
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valkama, how about doing this..
upload a texture or two that you're trying to use.. give it to us in the exact state you have it in prior to bringing it into sketchup. there's either a problem with how you're importing it or something to do with the texture itself..
thanks
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@alpro said:
I think it has something to do with the way photo match handles or names textures. I was able to export to 3ds with textures. What I had to do was export a texture one at a time, then delete in the model, then import it and reapply to a face, it then exported fine. But what I noticed was some textures were named photo texture 38, photo texture 38#2, photo texture 38#3, and so on but when I would export texture 38#2 or 38#3 it didn't pick up the # after the 38, it would just say photo texture 38 already exists, do you want to replace it?, so I would have to rename it.
Mike
nah, i don't think it's a name problem.. it sounds to me like you're exporting a texture then, without deleting that texture and/or it's name, trying to re-import a texture using the same name into the same model..
try this: export a texture then delete it from sketchup (maybe purge as well).. now re-import it using the same name and you won't have an error
[for instance, in a new file, i can import a texture named 'grey#1' and apply it.. then, i can import a texture named 'grey#2' and apply it as well.. no errors]
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@alpro said:
...when I would export texture 38#2 or 38#3 it didn't pick up the # after the 38...
That is interesting. I have run into the conflict of the same naming convention of SU with Twilight render. When I was told to rename the texture names where SU automatically adds the # symbol, the issue went away.
(Twilight render - based on Kerkythea - is also a bit "picky" about file and path names)
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No that's not it Jeff, the model already has photo texture 38#2, 38#3, and so on in it already. What I was doing was exporting each texture one at a time, deleting it, purging, and then importing the texture to reapply. For whatever reason when exporting say texture 38#2 SU is not picking up anything after the 38, renaming it in the material editor doesn't help either, it has to be renamed on export. Would like to hear valkamas exact steps of how he textured this, was it all photo matched or did he do something else in the process.
Mike
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hmm, well i've never seen that export dialog in my life .. (mac user)
what i have noticed however is that when i select "edit texture image in and external editor" (which i have set to photoshop in SU preferences), the file will open with a title such as "Photo Texture38(3)" when the image in sketchup is called "Photo Texture38#2"
that's because there's a hidden temporary folder(tmp) that has various sketchup stuff in there such as "SketchUpUndo.log" as well as various other non-SU tmp files.. the folder is cleared upon system shutdown in which the naming convention will restart at 0.. it appears my system is renaming automatically whereas you have to do it manually on yours?anyway, i'm not convinced the naming convention of valkama's example file has anything to do with it.. i can export then re-import all of the textures using the same exact names and export to .3ds just fine.
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Jeff, I still think it has something to do with the naming coventions, maybe mac handles it different than windows. I just tried to edit texture 38#2 in an external editor (mine's photoshop too)and it opened as photo texture 38. I think SU is seeing this as one texture, thats why it won't export to 3ds, it's confused, till you export and then import the textures does it realize the textures are seperate, then properly exports to 3ds.
Mike
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if you go back to the first post by me in this thread and download the two attached skps, you'll see that isn't the case.
there's only one texture in those files applied to one simple plane.. the export problem still exists.. the naming error can't be used as an explanation on those two skps.
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Ok, it might not be the naming but its definitely got something to do with the textures. Now, is it a SU bug or something that valkama did in the process?
Mike
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Hello All. Sorry for the delay in getting back but once i got the workaround i had to crank on another project.
Usually I dont have a problem exporting but for project i used the new feature where you can photo texture directly from street view. This saved me tons of time compared to actually going to the site, taking photos, croping, saving and importing. Its this new feature i think giving me the problem. For those of you who have not used it, this is a description from google how it works.;
"Once your model is geolocated, use Photo Textures to find and apply photographic textures from Street View to walls in your model.
Select a wall in your model to texture.
Find a photo that shows that entire wall.
'Select Region' and adjust pins.
'Grab' to apply the selected region.
Repeat until you're done." -
I haven't read all of the posts, so maybe someone has suggested this. Have you tried (on a copy of the file) make texture unique, and then purge the model. This will make things a lot smaller. However, I think this would have to be one texture at a time, but I suppose you could write a script for that.
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@davidboulder said:
I haven't read all of the posts, so maybe someone has suggested this. Have you tried (on a copy of the file) make texture unique, and then purge the model. This will make things a lot smaller. However, I think this would have to be one texture at a time, but I suppose you could write a script for that.
tried it (and tons of other things ) ... doesn't work
valkama, i'm still puzzled but glad you found a work around.. if i import via the method you described, i can still do 3ds exports no problem
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