[Plugin] OBJexporter v3.0 20130131

Re: [Plugin] OBJexporter v1.6 20110402

Postby redlerred7 » Sun Aug 28, 2011 2:32 pm

I normally export as .X with a similar plugin. I ask: will this make 2k texture image files if you're whole 20k face model is UV Mapped almost completely with projected textures?
0

redlerred7 
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby TIG » Sun Aug 28, 2011 3:00 pm

If the textures are simply positioned or rotated/scaled one image-file is used for all versions and adjusted within the OBJ code itself, but with distorted/skewed textures passing the 4 required vertex-normals to a 3-vertexed triangle-face is awkward [impossible?] - this tool and the Pro OBJ-exporter make separate image-files for each face with such a distorted textured material. The Pro version does 'reuse' some image-files that have the exact same distortion, but my exporter does not [it makes one image-file for every distorted texture]... SO if you have a complex set of faces with skewed textures you will get a lot of image-files exported... :?
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby pcfreak1997 » Sun Oct 02, 2011 8:56 pm

Love it! This is the best I've seen yet!
0

pcfreak1997 
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby marietjie » Sun Nov 06, 2011 5:59 pm

hello.thank goodness for clever people
0

marietjie 
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby Shi-Gu » Mon Nov 14, 2011 3:34 am

Works perfectly for me, thankyou so much for this plug-in!
0

Shi-Gu 
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby michaliszissiou » Sun Dec 18, 2011 4:52 pm

I use this plugin a lot. Thank you tig so much. The only other solution is to use SU pro just for the obj exporter.
Colada with all the tricks isn't that good.
I use to export obj to lot of apps.
But:
What is happening, and lot of apps confirm it is that this plugin exports double vertices.
Impossible to handle them in zbrush or 3dcoat or elsewhere as it is.
What I do is to import in blender / edit mode / delete doubles.

Or for a perfect export:

I use the remove inner faces plugin first of all.
Export to blender / remove doubles / recalculate normals outside. (for this last one, inner faces or better non-manifolds shouldn't exist)

Textures? Let's forget it, actually I don't need them as going for UV decent mapping.

So a question, why double vertices? Is it a double faces SU textures-related problem? Is it possible to have a check to avoid them?
0
User avatar
michaliszissiou 
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby jolran » Sun Dec 18, 2011 8:27 pm

My guess is that the vertices are not welded.

Which means that the faces are not attached to each other(big problem in Z-brush).. It is probably not a bug (like having doublettes of vertices), but rather that each face need it's own vertices.
For ex 2 faces on a cube will share vertexpositions, but not being welded.

Haven't used this OBJ.exporter. But, I am using Octaine-exporter and havent seen any issues regarding that. Wonder if thoose 2 plugins use the same alogaritm?
0
User avatar
jolran 
PluginStore Author
PluginStore Author
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby TIG » Sun Dec 18, 2011 9:26 pm

jolran wrote:My guess is that the vertices are not welded.

Which means that the faces are not attached to each other(big problem in Z-brush).. It is probably not a bug (like having doublettes of vertices), but rather that each face need it's own vertices.
For ex 2 faces on a cube will share vertexpositions, but not being welded.

Haven't used this OBJ.exporter. But, I am using Octaine-exporter and havent seen any issues regarding that. Wonder if thoose 2 plugins use the same alogaritm?
They do use the same algorithms - I wrote both of them ;)
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby michaliszissiou » Mon Dec 19, 2011 1:14 pm

My guess is that the vertices are not welded.

Exactly. I checked it. When removing double vertices in blender they become welded.
Here a simple skp and the exported tt.obj, a welded in blender obj and a converted to quads one.

Same not welded issue is happening to collada exports too (1.4)

For compatibility with zbrush, use these parameters under import palette.
Screen shot 2011-12-19 at 2.12.30 PM.png


My wish could be this:
Close holes (make mess waterproof) / Remove innerfaces(non manifolds) / weld vertices / export obj
No SU textures / UVs.
I can do this manually of course.
0
User avatar
michaliszissiou 
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby jolran » Mon Dec 19, 2011 1:51 pm

They do use the same algorithms - I wrote both of them

Yeah I know. And if I may add, Octaine render export works very well.
At least for my needs. Used it all week without any issues.

For compatibility with zbrush, use these parameters under import palette.


Thanks! :thumb: I haven't had any need to use Z-brush for a while but this will come in handy.

weld vertices


Sketchup API is a bit restrictive regarding handling of vertices. There is no weld-option of what I can think of. Which means one would have to restructure the whole code to fix a thing like that. I think there was a weld-plugin at smustard if I'm not misstaken.
I would not mind having some code for welding vertices myself ;)
0
User avatar
jolran 
PluginStore Author
PluginStore Author
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby michaliszissiou » Wed Dec 21, 2011 6:32 pm

@jolran
Just use blender. No need lo learn anything. Just import the obj/edit mode/[W key]/delete double vertices. exit edit mode and export. This will weld all vertices automatically. It's also useful to convert objs to 3ds for nice SU import.
To eliminate non manifolds/inner faces is more difficult. The ruby plugin works in most cases.
0
User avatar
michaliszissiou 
 

Re: [Plugin] OBJexporter v1.7 20120118

Postby TIG » Thu Jan 19, 2012 1:19 am

Here's v1.7 viewtopic.php?p=294844#p294844
Material images with no filetype now auto-revert to PNG [possible with Google Earth Snapshots etc].
[This betters Pro OBJ-exporter which fails in this case]
Tolerance for deciding if there is a distorted texture relaxed.
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.7 20120118

Postby Ben Ritter » Thu Jan 19, 2012 3:09 pm

TIG, thank you again.
0

Ben Ritter 
 

Re: [Plugin] OBJexporter v1.6 20110402

Postby IdahoJ » Thu Jan 19, 2012 4:37 pm

michaliszissiou wrote:@jolran
Just use blender.


Or Meshlab. http://meshlab.sourceforge.net/ I use this a lot to post process exported .obj files and it works very well. Works on cleaning up manifolds and inner faces as well. Very powerful application. Free too ...

Cheers
0
"For a moment, nothing happened. Then, after a second or so, nothing continued to happen."
User avatar
IdahoJ 
 

Re: [Plugin] OBJexporter v1.7 20120118

Postby wongfoon » Tue Feb 14, 2012 3:10 am

Great work! I have been looking for something similar for a long time.
0

wongfoon 
 

Re: [Plugin] OBJexporter v1.7 20120118

Postby wongfoon » Tue Feb 14, 2012 10:22 am

It works well in most cases. However there seems to be some problem with flipped (mirrored) objects. Half of the object will be black, maybe due to incorrect normals. Try this model http://sketchup.google.com/3dwarehouse/ ... revstart=0 and you'll see how.
0

wongfoon 
 

Re: [Plugin] OBJexporter v1.7 20120118

Postby TIG » Tue Feb 14, 2012 1:33 pm

Indeed the SKP is made from two mirrored halves as component-instances.
Somehow one mirrored version seems to flip the exported faces.
The SKP does have some issues with faces reverse - like the windows - but even with those fixed it messes up...
Capture.PNG

If you explode the parts and export it's all OK...
I'll investigate - an instance's transformation SHOULD be properly transferred to any exported faces, obviously it's failing here...
However, note this... if I export the OBJ to Octane [that should be using the very same OBJexporter algorithms and code (I wrote both!)] then it renders OK with the two parts intact OR exploded.
CaptureO.PNG

Only when it's reimported into a SKP does it mess up... However, the Octane OBJ reimported into a SKP displays no flipped face issues either because the materials are on the backs of one half! - just weirder and weirder...
CaptureR.PNG
Capture2.PNG
Capture3.PNG
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.7 20120118

Postby wongfoon » Tue Feb 14, 2012 1:49 pm

I am really thankful to your kind and timely response. Similar problems are found with several models downloaded from the warehouse. At this moment I'll try to explode them before exporting, as instructed. So keep up your excellent work!
0

wongfoon 
 

Re: [Plugin] OBJexporter v1.7 20120118

Postby TIG » Tue Feb 14, 2012 2:03 pm

I have found that if a component is 'flipped' the triangulated face loops in the OBJ are returned clockwise rather than counterclockwise, while the vertex normals remain correct.
Some apps like Octane [and even my olde OBJimporter] ignore this issue and import it as expected, BUT others like the Fluid-OBJimporter and some other MeshLab type app's baulk at this and make the face 'reversed' with the material on its 'back' so you see 'black' :o ...
I need to think of a way to see if an instance is mirrored and then reverse the order of the face's vertices to be ccw...
:?
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.8 20120214

Postby TIG » Tue Feb 14, 2012 2:52 pm

Here's v1.8 viewtopic.php?p=294844#p294844
Fixed the recently reported issues with flipped-instance having reversed face vertices.
Now any mirrored/flipped instances should have their exported faces' vertices correctly ordered [ccwise]...
Although it's probably safest to explode any mirrored instances if you can, as some apps might still be flaky...
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.8 20120214

Postby TIG » Tue Feb 14, 2012 3:50 pm

NOTE: After further testing v1.8 also has issues... so stick with v1.7 till another update is ready ! :(
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.8 20120214

Postby wongfoon » Wed Feb 15, 2012 4:29 am

Is it possible to do this internally within the plugin, to explode and then undo explosion after exporting, as an quick & dirty fix ;) Hopefully doing so might also fix some other potential tricky issues.
0

wongfoon 
 

Re: [Plugin] OBJexporter v1.9 20120215

Postby TIG » Wed Feb 15, 2012 3:06 pm

Here's v1.9 viewtopic.php?p=294844#p294844
Completely has been recoded.
Issues with mirrored-instance's faces being reversed is now fully fixed.
Capture.PNG
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v1.9 20120215

Postby IdahoJ » Wed Feb 15, 2012 3:20 pm

TIG, thanks a million for the updates! I've been using this plugin quite a bit and it's a real time saver for me ... 8-)

Cheers.
0
"For a moment, nothing happened. Then, after a second or so, nothing continued to happen."
User avatar
IdahoJ 
 

Re: [Plugin] OBJexporter v2.0 20120217

Postby TIG » Fri Feb 17, 2012 10:38 am

Here's v2.0 viewtopic.php?p=294844#p294844
The tolerance checks for deciding if it's a 'distorted texture' have been further improved...
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v2.0 20120217

Postby gzotti » Sat Feb 18, 2012 4:26 pm

Hi!

First, thank you for this superb OBJ exporter! I have previously used V1.6 for a large model (about 450.000 triangles mostly from a terrain TIN, counted by Meshlab), which took about an hour to export. The result looked perfect in Meshlab. All other OBJ exporters I tried including the Pro failed on that, so I warmly recommend yours. However, the V2.0 is not finished on the same model after 4 hours. (Win7pro, Core2duo, SU8pro uses 1GB RAM, lots of RAM free.) Was there any big change in the algorithm that causes this? Is it possible to find and try V1.7..1.9?

Kind regards,
Georg
0

gzotti 
 

Re: [Plugin] OBJexporter v2.0 20120217

Postby TIG » Sat Feb 18, 2012 5:31 pm

The issue is that any 'mirrored' groups/instances don't export properly with the old versions.
The new version obviously has to do more work to ensure that the nested faces' orientation/UVmapping are now sorted properly in the OBJ code, so it takes longer to complete: unfortunately with Sketchup the processing time gets 'exponentially' longer the more entities there are to be considered - a small file might only takes a second or two longer to complete, but a much larger file WILL take a lot longer to finish...
One way to speed up processing would be to work on a copy SKP, and explode all groups/components before exporting the geometry? Then there'd be nothing to check/explode/heal etc, and therefore less to slow it down...

Here's a copy of the now superseded v1.8 [very similar to v1.6] IF you'd prefer to use that - it IS faster than more recent versions BUT it will give a flawed result with many third-party apps importing the OBJ, IF you have any mirrored instances... You choose...
OBJexporter_18.rb
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v2.0 20120217

Postby BigOto » Mon Feb 20, 2012 3:31 am

Hi, this is BigOto2 from YouTube and other places. I'm just here to say this plug-in has been absolutely revolutionary when it comes to modding and creating new tracks for Mario Kart Wii. Me and many others in our community use it to design tracks in Sketchup and then convert them to the model format Mario Kart Wii uses (which requires OBJ). If you want to see any of the tracks created by us just search YouTube for "Mario Kart Wii Custom Track" or something like that. Keep up the great work!
0

BigOto 
 

Re: [Plugin] OBJexporter v2.1 20120220

Postby TIG » Mon Feb 20, 2012 1:11 pm

Here's v2.1 viewtopic.php?p=294844#p294844
Further work on avoiding the glitches with some flipped-instances' face-reversal/orientation/UVmapping.
Slight speed improvement over v2.0...
0
TIG
User avatar
TIG 
Global Moderator
 

Re: [Plugin] OBJexporter v2.1 20120220

Postby gzotti » Mon Feb 20, 2012 8:29 pm

Thanks a lot for 1.8 (for my large model) and explaining the differences. 2.0 finally came to an end, after about 6 hours. The model is technically simple enough to hope 1.8 will do.

I tried the 2.1 export on a different, quite complex model with lots of layers and some hidden and, yes, mirrored instances. After a while, a message popup says (I try to translate from the German SU8pro): "By your last action visible geometric shapes were joined to existing geometric shapes on an invisible layer." The model behind the panel looked weird, with lots of missing faces. After closing the panel the export then continued. The message and in-between appearance imply an unwanted edit operation, so I don't dare saving the SKP afterwards. However, after the export, it seems OK again - is there any chance/danger that something is actually edited? On the other hand, the OBJ misses a few faces. The 2.0, which gives the same message, looks worse, with some duplicate and maybe inverted faces in addition to the missing ones, so 2.1 is better, but I am afraid still some work is open. Just to let you know. Again, splendid job, I was disappointed with the Pro export.
0

gzotti 
 

SketchUcation One-Liner Adverts

by Ad Machine » 5 minutes ago



Ad Machine 
Robot
 

PreviousNext


 

Return to Plugins

Who is online

Users browsing this forum: MrGusssy, tommy00776 and 10 guests

Visit our sponsors: