Total newb here and needs a model
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...or give us a copy!
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@gaieus said:
Yes, I even asked him to update his profile.
I joined this site before installing sketchup so when asked what version I had assumed I would be on safe ground calling my version #1. It has since been pointed out to me the error of my ways β [ deep obsequence ] I have now amended my profile info.
What I was hoping to do was to establish, in the first instance, that sketch up pro is able to export mapped game models in fbx format. This is the format that Image Armada can import 3rd party models in. - If anyone would like to test it for them selves they can download a working copy from
http://www.tucows.com/preview/1317285/ImageArmada?q=Image+Armada+In exchange for this simple help I offer a 'creator' copy of image armada -
I am looking at workable options for people to make there own models -galleries and furniture β Studio max etc are over featured, over complicated and too expensive.
Image Armada exhibitions will shortly be available for online viewing through supporting browsers and though existing galleries can be customised it would be more interesting if people could make their own spaces. I am sure there would be opportunities to make and market the same - so if it was a viable proposition to use sketchup my next step would be to commission a simple tutorial on export /import to Armada from sketchup... - or is it only sketchup pro? -
Your profile still says Version 1. Why not just tell us which version you are using?
edit -- Oh, I see that you have not yet installed SU
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Well, here is an FBX file with the exported material UV-mapped on the faces. All faces are triangulated and the unit is in metres. Y and Z axes are swapped.
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FBX output is usually fine...even without triagulation. I routinely export fbx for use in ArcGIS software. I tested a 10m cube with the mapping as requested. It looked just the same as an fbx as it did in SketchUp....same number of tiles, same orientation etc.
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@gaieus said:
Well, here is an FBX file with the exported material UV-mapped on the faces. All faces are triangulated and the unit is in metres. Y and Z axes are swapped.
Thanks for that
there are issues I will have to look into..Does Sketchup weld vertices ?
- pm me your name and associated email and I will forward a Creator serial.
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@alan fraser said:
FBX output is usually fine...even without triagulation. I routinely export fbx for use in ArcGIS software. I tested a 10m cube with the mapping as requested. It looked just the same as an fbx as it did in SketchUp....same number of tiles, same orientation etc.
Thanks for that - was it Armada you imported into or some other...?
I could not get the the op's cube to import - will have to look at it- pm me your name and associated email and I will forward a Creator serial.
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I used Deep Exploration to view the fbx. I could have used it to convert as well, but obviously you wanted to see how the SketchUp exporter worked.
You can see the result in the image...SU on the left, fbx on the right. This particular model was triangulated on export. I also unchecked the option to swap the YZ coordinates, so it would remain the same way up in Deep Exploration. It would normally be checked for many progs that use fbx...so if you look at the attached fbx file yourself, it might appear to be on its side.
SketchUp doesn't have a command to specifically weld vertices, but if you soften the edges it usually amounts to the same thing...so that's what I did.It doesn't matter about the Creator copy, but thanks anyway. That's not why I did it.
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Yes, that would've been my other step now - to soften edges (although inside SketchUp, with such sharp edges as 90 degrees it would look weird).
The 3DS exporter has an option to weld vertices - but on the cost of not keeping the UV co-ordinates.
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Thank you very much.
Shall report back in due course@alan fraser said:
I used Deep Exploration to view the fbx. I could have used it to convert as well, but obviously you wanted to see how the SketchUp exporter worked.
You can see the result in the image...SU on the left, fbx on the right. This particular model was triangulated on export. I also unchecked the option to swap the YZ coordinates, so it would remain the same way up in Deep Exploration. It would normally be checked for many progs that use fbx...so if you look at the attached fbx file yourself, it might appear to be on its side.
SketchUp doesn't have a command to specifically weld vertices, but if you soften the edges it usually amounts to the same thing...so that's what I did.It doesn't matter about the Creator copy, but thanks anyway. That's not why I did it.
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Looking dubious that its a straight forward job.
Thank you very much -Incidently is there a facility within sketch up to walkthrough a model etc?
@gaieus said:
Yes, that would've been my other step now - to soften edges (although inside SketchUp, with such sharp edges as 90 degrees it would look weird).
The 3DS exporter has an option to weld vertices - but on the cost of not keeping the UV co-ordinates.
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The Walk tool? -
The fbx works
If a clean interior model is made β real world scale and its mapped β in the case of walls β 1 or two metre squared it will import nicely into Armada and have all the features - same with furniture.
Beware of the Ambient and diffuse settings ramp them up to white and the specular down to black β - the box I sampled showed very dark. Also set all the pivot point coordinates to 0,0,0 or the model will be off set β and you may not even see them in the virtualAs I said earlier I need somebody to show the sketch up community how its done β We are now developing an online version of Armada [WebGL ] that looks very promising. So a user can say commission a sketch up modeller to knock something up that can be uploaded to the users web site and the public can immediately traverse it - in the case of a gallery that is β assets also.
@gaieus said:
Yes, that would've been my other step now - to soften edges (although inside SketchUp, with such sharp edges as 90 degrees it would look weird).
The 3DS exporter has an option to weld vertices - but on the cost of not keeping the UV co-ordinates.
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