Mass Material Import
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Has anyone had trouble with the mass material import ruby?
I am working on a gallery installation and I have to import 50+ photos.
I have the massmaterialimporter.rb but the strange thing is it only worked once.
I have tried different directory's, png vs jpg and I can't get it to work again.
I am running 7.1
any help would be appreciated
thanks
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I think that's mine ?
Can you try again with the Ruby Console and report any messages - exactly what is it you want to do ?
Please explain step by step and how the plugin doesn't do what you want...
Without all of the data we can't look at a 'fix'...
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Sorry if I wasn't clear, but I got it to work.
I just had to be patient and let it do its thing.
Tig, thank you for the ruby, very helpful on a project like this one.
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This plugin worked for me the 1st day and now when I use it and try to use the images it loaded the program crashes. I've tried reinstalling, converting the image format, everything I can think of. When I load them individually they work fine.
Is there another way to mass import textures? Or a way to fix this? Or an image to skm converter? Something, anything to be able to work around having to load images one by one.
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When you say SUp 'crashes' do you mean it appears to 'hang' [aka a 'white-out'].
If you look at the Task Manager you will see it is still doing things.
Be patient, if you have lots of files it must process each in turn...
SUp will do this when doing intensive processing - it's still working...
If it 'Bugsplats' and exits then that's another matter!
If you run it with the Ruby Console open do you see any error reports.
There's nothing too complex about what this script does, but it can take time to process lots of files into textured materials... -
It works when I initially load them and they load pretty quickly, I watch the core usage and wait for it to go down. After I "save the collection as" and wait again for CPU to drop, it's then if I try and use one that the program crashes, a bug splat crash. Ruby console is blank. I thought the images sizes might be too large so I sized some copies down to only 500 pixels to test to no avail. The full size textures do work though if I load them individually.
I'm a bit stumped after trying about 15 different times.
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Is there a way to convert images to skm in a batch process other than this method?
I just downloaded over 10k textures in over 300 different folders/subfolders. The ruby script when it works would save a bunch of time but it would still require 300 individual creations and restarting of the program each time. An extremely tedious task. One would think such a software as this would make it easier for people to mass import textures.
I didn't realize the skm files were merely archives. I extracted a few with 7zip to find a similar structure in each of them that if one would similarly implement you could mass create them in this way with a couple of batch scripts, unfortunately the data in the xml files is unique to the texture image and therefore makes that an even more extraneous task.
A batch converter of any kind that could read a folder and all subfolders to convert to skm and output the files to a separate location would be fantastic. And I'd happily pay money for such a program as I'm sure I speak for many.
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There is no SKM access in the API.
However, I have written some SKMtools... these methods could be used to make SKMs from image-files; using a custom loop... -
Cool I'll have to check those tools out.
For now I just used a file renamer to prepend the subfolder name into the file names, then I used suction to pull all the files into a single folder, then I installed sketchup on a virtual machine and loaded & saved all 11k or so textures in one full swoop. Then I threw the files back into their subfolders and copied the folder into the main sketchup directory on my original OS. Everything is now loaded and works a charm, so looks like I should be good to go for a while
My main OS is due for a re-image, it's been a while and is getting buggy, just haven't gotten around to it, so it turns out that was the culprit.
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