Import Max models (evermotion) to Sketchup

Import Max models (evermotion) to Sketchup

Postby wawo_kalbo » Fri Dec 11, 2009 10:31 am

Hi all.

need some help, my office uses autodesk viz 2008 and they have a few evermotion archmodels. i only use sketchup coz i dont know how to use viz/max and ive been wanting to use some high poly 3d models.

anyone know how to import the evermotion models to skp? ive tried to export the model to 3ds file and i got the prompt "object has too many faces (more than 64K) to export" so when i import to skp (as a 3ds object) i only get part of the model, or sometimes parts of the model are scattered all over the place.

hope somebody can help me on this. thanks a lot.
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Re: Import Max models (evermotion) to Sketchup

Postby thomthom » Fri Dec 11, 2009 10:35 am

Have you tried the new collada format in SU7.1?
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Re: Import Max models (evermotion) to Sketchup

Postby remus » Fri Dec 11, 2009 10:39 am

dwg/dxf is worth a try as well.
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Re: Import Max models (evermotion) to Sketchup

Postby wawo_kalbo » Fri Dec 11, 2009 10:52 am

Hi remus, ive tried export as dwg/dxf and this is the result

"object contains more vertices than are supported in a DWG or DXF file; the current maximum is 32,767 in a single object.

this object will be skipped during export"

and when i did export the sofa, only the legs were successfully exported. the hi poly cushion was not.

@thom: collada? im using the free sketchup version. i checked the export rollout for viz and there is no collada (or maybe i missed it)...
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Re: Import Max models (evermotion) to Sketchup

Postby Gaieus » Fri Dec 11, 2009 10:57 am

kmz and dae are collada formats. do you have those?
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Re: Import Max models (evermotion) to Sketchup

Postby wawo_kalbo » Fri Dec 11, 2009 11:07 am

I do have (on Viz) export to Autodesk (*.FBX, *.DAE)

and yup i managed to export without any error (didnt bother to touch the settings)

but when i tried to import to sketchup it cannot be recognized as a supported file format because my sketchup import rollout only has Google Earth (*.KMZ, *.DAE)

sorry im such an idiot :knockout: really want to use some hi poly models badly as my office has quite a bit of evermotion archmodels..
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Re: Import Max models (evermotion) to Sketchup

Postby Gaieus » Fri Dec 11, 2009 11:13 am

Well, that's it then (unless I totally misunderstand something).

So you say viz can export dae - and SU can import dae (in the latest version - 7.1 - at least).
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Re: Import Max models (evermotion) to Sketchup

Postby wawo_kalbo » Fri Dec 11, 2009 11:21 am

No not really sorry if my post was a bit misleading.

i meant whatever the file viz exported (as .fbx, .dae), sketchup wasnt able to import.. coz i think sketchup can only read (.kmz, .dae) and not the former..

sigh
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Re: Import Max models (evermotion) to Sketchup

Postby dacad » Fri Dec 11, 2009 11:38 am

I´m also interested in these. If you can manage to import a high poly model from other app please share after that.

You can try a obj importer plugin that's posted in this forum (use the search). You'll probably loose the textures and UVs, but not that really matters since all importers on sketchup won't keep them anyway (maybe unless it's just a box) and officially they're importers suck.

we really need a oficial and realiable obj importer google...again no one pays $500 for importers, specially if they suck...

P.S.: sorry the rant...bad day at the office...
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Re: Import Max models (evermotion) to Sketchup

Postby remus » Fri Dec 11, 2009 1:11 pm

TIGs written an .obj importer that i hear works pretty well (keeps UVs etc.) although id be hesitant to use a ruby importer to try and import something that large.
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Re: Import Max models (evermotion) to Sketchup

Postby EarthMover » Fri Dec 11, 2009 2:24 pm

I have done this successfully. I have a couple different Archmodel collections and in particular the potted plant collection I've used in SU. I typically export it as .obj, reduce the polycount in another app, then import via TIG's .obj importer, which will preserve the UV's. It does take a while to import though.
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Re: Import Max models (evermotion) to Sketchup

Postby wawo_kalbo » Mon Dec 14, 2009 2:53 am

EarthMover wrote:I have done this successfully. I have a couple different Archmodel collections and in particular the potted plant collection I've used in SU. I typically export it as .obj, reduce the polycount in another app, then import via TIG's .obj importer, which will preserve the UV's. It does take a while to import though.



Thanks Earthmover. mind if i ask you which app you use to reduce the polycount before you import to SU? thanks for the tips, ill definitely give TIG's importer a whirl and update you if my attempts were successful.
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Re: Import Max models (evermotion) to Sketchup

Postby wawo_kalbo » Mon Dec 14, 2009 5:06 am

Hi,

ive tested Adam's method of importing the max models. im using Viz 2008 to open the evermotion models and export them to .OBJ using this;

http://www.cgarchitect.com/vb/26630-viz ... obj.html?=

afterwards i use TIG's import .OBJ ruby downloaded from the ruby forum

it takes quite sometime for it to import but i manage to keep everything intact :) thanks to everybody who helped

just one last question, how do i reduce to polycount so i can import the OBJ faster in skp? i have Deep Exploration 5.0. any tips?

thanks thanks thanks!!
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Re: Import Max models (evermotion) to Sketchup

Postby superian111 » Thu Jan 07, 2010 12:16 pm

I have had this problem and the only way i managed to get arround it was as follows.
You need to open the model in max weld all the components together and save as a 3ds.
Then sketchup will be able to inport it. If you dont weld the parts it scatters the parts
all over the place. Dont stress when you weld it, when you open it in SU it still
sees the parts as seperate pieces and if you triple click the parts remain as seperate pieces.
However if the model is too complicated or has a high poly count there is NO way to inport it
sketchup just doesnt handle it :( but i do manage to get most archmodels inported.
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