[Plugin] OBJexporter v3.0 20130131
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very brilliant job.
Is it possible to export obj file with all faces grouped based on their materials. for instance, all faces with color-0 are placed together, and then another color, and ...
something like
g pb-GRP-2609-Color_000
usemtl Color_000
v...
vn ...
vt...
f...g pb-GRP-2670-Color_000
usemtl Color_000
v...
vn ...
vt...
f...#//all other faces with Color_000 ...
#then another color, color_001 for instance, and all the faces with color _001 are placed togetherg pb-GRP-2639-Color_001
usemtl Color_001
v...
vn ...
vt...
f...#//other colors ...
That can be useful for some applications, for instance, using snappyHexMesh in OpenFOAM for general CFD(computational fluid dynamics) applications.
There should not be too much job it think, but it will facultate a large group of openfoam users. Would it be possible for you to add such a functionality in your next release? Thank you very much.
Best Regards, Junwei -
thank TIG....very goog
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Thank you very much.
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Is it inevitable, technically speaking, that SU geometry Group and Component associations are lost when exporting to an OBJ file? What I tried to do was open a SU model (interior room scene) in Blender so as to try and work with Blender's rendering features. Discreet objects within the SU outliner--entertainment center cabinet, wall(s), floor, mouldings, plantation shutters--were no longer discreet objects in Blender's outliner. In Blender's outliner there was only a very long list of 'meshes'. The model/scene itself displayed properly in Blender's viewport. If I placed the cursor over what had been the 'cabinet' in SU, then clicked to select, only a single mesh among the many comprising the cabinet would be selected. There was no practical way to determine which among the hundreds of meshes in the outliner were those that comprised the cabinet exclusively, and so I could not select it individually so as to make material assignments (color, sheen, and all that).
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Much as with the Pro OBJ Exporter the geometry [mesh] is broken down by 'loose/group/component/image' and then within each of those subdivided 'by material'. So if you have a box-component with a different colored 'lid', then the component's mesh is inside a single 'container' [named after the original object], and its two meshes are made with their respective materials. Nested objects' container naming reflects those containers...
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@tig said:
Much as with the Pro OBJ Exporter the geometry [mesh] is broken down by 'loose/group/component/image' and then within each of those subdivided 'by material'....
OK, I can see something of this now in Blender's outliner. After expanding the size of the outliner window, I do see that each mesh is identified as part of a component or group, or with the component name ('crown moulding') and material name. I just needed more screen space to reveal all of the text. I'm embarrassed, but Blender's interface is difficult for a modeling noob after a little time spent in SU.
I think I can more effectively combine the relevant meshes into the singular objects they were meant to be, but it still will be tedious.
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@t_osborn said:
@tig said:
Much as with the Pro OBJ Exporter the geometry [mesh] is broken down by 'loose/group/component/image' and then within each of those subdivided 'by material'....
OK, I can see something of this now in Blender's outliner. After expanding the size of the outliner window, I do see that each mesh is identified as part of a component or group, or with the component name ('crown moulding') and material name. I just needed more screen space to reveal all of the text. I'm embarrassed, but Blender's interface is difficult for a modeling noob after a little time spent in SU.
I think I can more effectively combine the relevant meshes into the singular objects they were meant to be, but it still will be tedious.
That's correct, the OBJ exporter organizes the model by material, so everything with a material, even if it's in different components or groups will come in as one "mesh" into Blender. If you want your component and group heirarchy to be maintained, the best way is to use the 3DS exporter that's available in the pro SU version.
Andy
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God bless you . Thank you.
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TIG: thank you for all the plugin you share with all of us!!!!
A question: this plugin (well, OBJ format) can export cameras positions?
Thanx. -
No, OBJ format is for geometry only [faces] and their associated materials/textures.
Some formats like DXF include data on the camera.
There are some tools in the API to get a scene's view camera data, but after that it depends on the program into which you want to import that data, on how it can be suitably structured...
What did you have in mind ? -
Well I need to bypass the Octane exporter (as I use Ubuntu/Lubuntu+wine+SkecthUp) and the webdialogs doesn't work no more (with SU6 webdialog worked....). So exporting in OBJ format I can solve model+texture troubles, but I need to export also the scenes (cameras).
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So this is an Octane based query... only peripheral to Sketchup.
There are already two tools available on the Octane Sketchup forum for licensed users.
You need 'OctaneOCMbatchExporter.rb' - the tools allow you to batch-export your scenes' cameras and suns/shadows settings into Octane OCM files, which can then be loaded and used as 'nodes' in the matching OCS file, that you have made from the SKP exporter via OBJ/MTL files etc.
That forum's thread is named "Batch Cameras / Suns OCM Exporter v1.0" -
TIG, you are definitively the best source of info about SU!!!! thanx, how would I do without you?
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nice. i love this exporter.
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says the file can amage my computer?
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@sceptile said:
says the file can amage my computer?
Let us assume you mean 'damage'...
Who, what where, when, why and how ?
Yours might win this week's prize for the most useless error report / query... -
and i cant find the plug in folder i have sketchup 8 free where is it? thanks
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@sceptile said:
and i cant find the plug in folder i have sketchup 8 free where is it? thanks
Your questions get little clearer, and also show that maybe you aren't yet ready for using scripts...
There are extensive Sketchup Help files available to you.
For example under the Sketchup main menus Help > Learn About Plugins... opens a link which tells you exactly how to install Plugins etc...Also you have not yet explained the '[d]amage' statement that you made earlier...
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@tig said:
@sceptile said:
and i cant find the plug in folder i have sketchup 8 free where is it? thanks
Your questions get little clearer, and also show that maybe you aren't yet ready for using scripts...
There are extensive Sketchup Help files available to you.
For example under the Sketchup main menus Help > Learn About Plugins... opens a link which tells you exactly how to install Plugins etc... Giving the full paths for PC and MAC,Also you have not yet explained the '[d]amage' statement that you made earlier...
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Hello TIG, thank you for writing such an useful plugin. I look forward for using it in a 3D printing workflow but I noticed two problems - the first one being more serious.
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Draw a cube and export it as OBJ. It contains 16 triangle facets, but I would expect 12. If you inspect the generated OBJ you'll notice that it generated a tetrahedron inside the cube by triangulating the internal space. Hence the four more facets. I think this problem needs to be addressed. What do you think about it?
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Resulting OBJ files contain lots of duplicate vertices. I think this is because you don't reuse vertices but you generate new ones all time. However this corrupts the topology of the generated OBJ file. If you open it with, say, Netfabb Studio Basic (a popular free utility for 3D printing) it will report all faces as unconnected. I don't know whether SketchUp API associates a unique ID with each vertex; in case it doesn't I think you could just build your own dictionary based on coordinates and check whether you already wrote that vertex and if so, just reuse its index when defining the new facet.
Thank you for your work, and I really hope you can fix these two things.
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