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    [Plugin] OBJexporter v3.0 20130131

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    • K Offline
      krash88
      last edited by

      Just wondering if anyone else has had a problem like mine. When I use your OBJ exporter and then open it in another app, none of the geometry is connected. For instance, after loading in Ultimate Unwrap 3D all triangles are individual and not welded. After imported into Sculptris all modifications affect individual faces only. I hope I explained that well enough πŸ˜„

      http://i109.photobucket.com/albums/n65/krash88/cush3D.jpg

      Model

      http://i109.photobucket.com/albums/n65/krash88/cushSUobj.jpg

      SU Pro OBJ in Ultimate Unwrap 3D - Box UV map

      http://i109.photobucket.com/albums/n65/krash88/cushTIGobj.jpg

      TIG's OBJ in Ultimate Unwrap 3D - Box UV map

      Any insight as to what I may be doing wrong?

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      • TIGT Online
        TIG Moderator
        last edited by

        I'm not sure I fully understand...
        I does export faces as triangles - irrespective of their original form.
        It doesn't 'weld' faces rather export separate faces, but each face's UV-mapping should be respected - unless the texture has been 'skewed'... πŸ˜•

        TIG

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        • J Offline
          Jim
          last edited by

          The exporter is not re-using vertices, instead creating new entries for each face regardless if they are already in the vertex list.

          (That's more of an assumption since I haven't looked at the code.)

          Hi

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          • K Offline
            krash88
            last edited by

            I was hoping to edit the exported OBJ in Sculptris mainly. I just figured that Ultimate Unwrap 3D would give a better example. Here's what I get when smoothing faces in Sculptris...

            http://i109.photobucket.com/albums/n65/krash88/cushSCLPT.jpg

            Since the faces aren't welded, they 'break' when editing. Would it be possible to export with welded faces?

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            • K Offline
              krash88
              last edited by

              Ok, I just remembered that Whaat's UV Tools exports to OBJ and all is good!

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              • TIGT Online
                TIG Moderator
                last edited by

                This is v1.2 http://forums.sketchucation.com/viewtopic.php?p=294844#p294844
                Distorted textures are exported as distorted 'unique texture' files and re-UV-mapped - just like the Pro OBJ-exporter.

                TIG

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                • TIGT Online
                  TIG Moderator
                  last edited by

                  Here's v1.3 http://forums.sketchucation.com/viewtopic.php?p=294844#p294844
                  I recommend you upgrade - it fixes a glitch with some distorted textures 'flipping'.
                  Materials and textures that are applied within and on to Groups or Instances are now properly defined and UV-mapped.

                  TIG

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                  • A Offline
                    agamemnus
                    last edited by

                    Your object exporter is better than Google's.

                    My ship model, with completely exploded pieces and 8 materials: Sketchup exports 35 groups making 35 materials in my program. Yours works correctly and exports 8 groups making 8 materials.

                    Just 3 (edit:4) items:

                    • No dialog to set the name/directory or progress bar when it does so makes it a bit involved when I need the name to be different from the sketchup file name.
                    • Your exporter rotates the object 90 degrees on the .. Y axis, I think.
                    • I think for proper usage anything with a " " in the filename needs to be converted to "_".
                    • Wellllllllllll ok, some things may not export properly. I'll pm you a link for a model that does not.
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                    • TIGT Online
                      TIG Moderator
                      last edited by

                      @agamemnus said:

                      Your object exporter is better than Google's.

                      My ship model, with completely exploded pieces and 8 materials: Sketchup exports 35 groups making 35 materials in my program. Yours works correctly and exports 8 groups making 8 materials.

                      Just 3 (edit:4) items:

                      • No dialog to set the name/directory or progress bar when it does so makes it a bit involved when I need the name to be different from the sketchup file name.
                      • Your exporter rotates the object 90 degrees on the .. Y axis, I think.
                      • I think for proper usage anything with a " " in the filename needs to be converted to "_".
                      • Wellllllllllll ok, some things may not export properly. I'll pm you a link for a model that does not.

                      A dialog is next on the to-do-list... As are some other things like setting 'units', or 'selection only' versus 'all'.
                      The default is to swap Y & Z axes as many apps expect that from their OBJ import. My OBJimporter even has an option to swap them back as many 3rd party OBJs are swapped like this. The swap could become an option...
                      It's easy enough to remove the space in the file name...
                      I've looked at the SKP you PMd me... I can see that some triangulated faces on the sides of the 3D text are 'reversed' - which is perverse since the mesh is made from one bit of face initially. Also a few of the rectangular wall panels at the front aren't getting a material assigned to them - weird... I'll investigate further to see what's up... Anything major I've missed otherwise...

                      TIG

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                      • A Offline
                        agamemnus
                        last edited by

                        Sent you a pm.

                        It is a bit of effort to rename " " parts of the file to "_", especially if I want to keep the source filename without spaces.

                        Another very good thing to add (which the Google one doesn't have) would be a way to specify the source directory. Sometimes I need the source directory to be the same for a set of models (because they use the same texture), and manually editing the material files after every model edit is a chore.

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                        • TIGT Online
                          TIG Moderator
                          last edited by

                          Here's v1.4 http://forums.sketchucation.com/viewtopic.php?p=294844#p294844
                          It is recommended you upgrade to this version asap...
                          The new Filename now has spaces etc squeezed out.
                          Startup dialog added to allow Filename/Folder to be changed.
                          Glitches with reversals of some smoothed faces and materials occasionally missing from complex faces now addressed.
                          General speed and Status-Bar progress-reporting improved.

                          TIG

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                          • A Offline
                            agamemnus
                            last edited by

                            Thanks, TIG.

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                            • McGyverM Offline
                              McGyver
                              last edited by

                              As a user of SU's free version I thank you TIG, for this VERY helpful plugin! I had forgotten about it and the other day someone suggested I try it (a while ago I PMed TIG asking about it when in another thread he had mentioned he was working on it).
                              I tried it out and I have to say that based on what I used it for it seems to work BETTER than SU's native obj exporter! Thank you very much for spending your valuable time and efforts on making and sharing so many brilliant plugins. In this terrible economy many of us can not afford even the simplest things and these gifts of yours are priceless to those of us on a tight budget.
                              Thanks!

                              [Visit My ShareCG Freebie Gallery](http://www.ShareCG.com/pf/full_uploads.php?pf_user_name)

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                              • S Offline
                                stefkeB
                                last edited by

                                Nice plugin. It does work to get SketchUp Free models into Unity3D. At work I have SketchUp Pro with good FBX export, but at home, for the kids, I am learning them to use the free version of SketchUp. This is a good script, although with some models there are waaay to many materials. I assume that the UV mapping is the culprit. But I can not complain, as this was a model from the 3D Warehouse.

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                                • TIGT Online
                                  TIG Moderator
                                  last edited by

                                  @stefkeb said:

                                  Nice plugin. It does work to get SketchUp Free models into Unity3D. At work I have SketchUp Pro with good FBX export, but at home, for the kids, I am learning them to use the free version of SketchUp. This is a good script, although with some models there are waaay to many materials. I assume that the UV mapping is the culprit. But I can not complain, as this was a model from the 3D Warehouse.

                                  OBJexporter creates one material & texture file for each material.
                                  If that material has UV mapping it should only make the one file and map it within the code BUT if a texture has been UV mapped AND distorted then there insufficient points on a triangular face to cope so it makes a duplicated material using a distorted texture image file and normal mapping in lieu. The Pro exporter does a similar thing. If you have several distorted textures then you get one extra material for each one. It is possible to have a textured material that looks virtually the same as one that's not been mapped, BUT if there is the slightest distortion you will get a duplicated distorted material being exported... If you want to attach or PM the SKP [or point to the actual file] then I can check it out too.... πŸ˜•

                                  TIG

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                                  • TIGT Online
                                    TIG Moderator
                                    last edited by

                                    Here's v1.5
                                    http://forums.sketchucation.com/viewtopic.php?p=294844#p294844
                                    It addresses a 'smooth-normal' issue where smoothed surfaces weren't getting exported properly.

                                    TIG

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                                    • McGyverM Offline
                                      McGyver
                                      last edited by

                                      Thank you for the update!!

                                      [Visit My ShareCG Freebie Gallery](http://www.ShareCG.com/pf/full_uploads.php?pf_user_name)

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                                      • A Offline
                                        Alienizer
                                        last edited by

                                        Thanks for this great plugin. Way better than Sketchup OBj Export.

                                        I have one request, is it possible to also export back faces that have a color or material, and not those that don't? Say, instead of creating a new face for the back like SKP export do, can yours assing a new OBJ command? For example...

                                        usemtl White
                                        bf 9/9/9 10/10/10 11/11/11

                                        bf for backface!

                                        That way, we can load the obj and detect any back faces as oppose to treat them as a new face and have duplicate triangles!

                                        I don't know if I make any sense?

                                        Thanks

                                        I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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                                        • TIGT Online
                                          TIG Moderator
                                          last edited by

                                          Alienizer

                                          The Pro OBJ exporter has a 'two-sided' face option BUT when you bring these into many app's the faces 'fight' as they are coplanar.
                                          What happens is each face is effectively duplicated and one is reversed with the Back material applied to it.
                                          An OBJ file must use 'f' to define a face, there's no 'bf' coding...
                                          I've no plans to make a 2-sided version any time soon...

                                          I suspect that you actually want a quick and lazy way to fix a sloppily modeled SKP, where you have some reversed faces with materials on their backs instead of their fronts... πŸ˜’ I have already written the very tool to fix that for you - 'FixReversedFaceMaterials' - it flips any faces with materials only on their backs and sorts out the material's mapping back onto the 'now-correctly-oriented-face' front etc... Read this and then download the script http://forums.sketchucation.com/viewtopic.php?p=264134#p264134 πŸ€“

                                          TIG

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                                          • A Offline
                                            Alienizer
                                            last edited by

                                            Great! Thank you. I will use your other tool. What about a face with 2 materials where front and back are visible, say, the back is visible from a mirror when rendered?

                                            FYI I found a simple model that does not convert properly. All faces are oriented correctly and it export fine with SKP obj export...
                                            http://sketchup.google.com/3dwarehouse/details?mid=b4b51fe2bdeeeedf56c58b78d29fd8a9&prevstart=24

                                            Thanks again TIG

                                            I'm from Mars and moved to Earth to alienize you. Unfortunately, I became humanized.

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