by Einstein » Thu Jan 30, 2020 2:17 pm
samuel_t wrote:Einstein wrote:[...] 3. When I import a model with multiple textures, I can only select one texture file and that texture is applied. Sometimes I can but another time I cannot have all textures included. Some models may be badly textured but I'm almost sure that I tried importing the same chair as TutorialsUp did with success, while I didn't get both textures (only one). [...]
Einstein, your issue has been fixed with 1.1.3 version of plugin.  Rudolf Chair.jpg
Hi! Can you tell me how you imported this chair with both textures? I downloaded the latest version of your plugin and tried to import OBJ model. It asked me a few times for textures, I indicated one map (green leather), then the other (wood) but still it'll only be mapped with one of them. What's more, I cannot remesh any model. Every time it splashes this error:
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by samuel_t » Thu Jan 30, 2020 3:24 pm
Einstein wrote:samuel_t wrote:Einstein wrote:[...] 3. When I import a model with multiple textures, I can only select one texture file and that texture is applied. Sometimes I can but another time I cannot have all textures included. Some models may be badly textured but I'm almost sure that I tried importing the same chair as TutorialsUp did with success, while I didn't get both textures (only one). [...]
Einstein, your issue has been fixed with 1.1.3 version of plugin.  Rudolf Chair.jpg
Hi! Can you tell me how you imported this chair with both textures? I downloaded the latest version of your plugin and tried to import OBJ model. It asked me a few times for textures, I indicated one map (green leather), then the other (wood) but still it'll only be mapped with one of them.
Hi! I specify a leather texture, nothing for plastic (because it's a color) and a wood texture then it's OK. Einstein wrote:What's more, I cannot remesh any model. Every time it splashes this error: 
Try to follow these steps: 1. Download opengl32.dll (Win64) from this direct link. 2. Move downloaded opengl32.dll to this folder: C:\Users\DELL\AppData\Roaming\SketchUp\SketchUp 2018\SketchUp\Plugins\universal_importer\MeshLab\Win3. Reduce polygons with Universal Importer plugin.
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by Einstein » Thu Jan 30, 2020 5:31 pm
samuel_t wrote:Einstein wrote:samuel_t wrote:Einstein wrote:[...] 3. When I import a model with multiple textures, I can only select one texture file and that texture is applied. Sometimes I can but another time I cannot have all textures included. Some models may be badly textured but I'm almost sure that I tried importing the same chair as TutorialsUp did with success, while I didn't get both textures (only one). [...]
Einstein, your issue has been fixed with 1.1.3 version of plugin.  Rudolf Chair.jpg
Hi! Can you tell me how you imported this chair with both textures? I downloaded the latest version of your plugin and tried to import OBJ model. It asked me a few times for textures, I indicated one map (green leather), then the other (wood) but still it'll only be mapped with one of them.
Hi! I specify a leather texture, nothing for plastic (because it's a color) and a wood texture then it's OK. Einstein wrote:What's more, I cannot remesh any model. Every time it splashes this error: 
Try to follow these steps: 1. Download opengl32.dll (Win64) from this direct link. 2. Move downloaded opengl32.dll to this folder: C:\Users\DELL\AppData\Roaming\SketchUp\SketchUp 2018\SketchUp\Plugins\universal_importer\MeshLab\Win3. Reduce polygons with Universal Importer plugin.
I pasted the library as you advised, relaunched SketchUp (maybe I should restart my PC) but still the same error pops up as I press the violet swan  How do you specify textures? If I pick them one by one during import, only one texture is put onto whole chair. Surely, I can manually repaint a part of it but it looks like no UV map is assigned. If I pick the other texture from "In Model" material palette, say leather, and paint the chair top, the texture has wrong scale and orientation.
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by samuel_t » Thu Jan 30, 2020 5:36 pm
Einstein wrote:I pasted the library as you advised, relaunched SketchUp (maybe I should restart my PC) but still the same error pops up as I press the violet swan 
Do you use SketchUp through a remote desktop?  Einstein wrote:How do you specify textures? If I pick them one by one during import, only one texture is put onto whole chair. Surely, I can manually repaint a part of it but it looks like no UV map is assigned. If I pick the other texture from "In Model" material palette, say leather, and paint the chair top, the texture has wrong scale and orientation.
I specify textures during import process (dialog box).
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by Oxer » Thu Jan 30, 2020 7:04 pm
macos 10.13.6 & SU2017 The v1.1.5 gives an error when I try to import an obj format model, with previous version v1.1.4 the model was imported right. Error 1.1.5.jpg
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by samuel_t » Thu Jan 30, 2020 7:14 pm
Oxer wrote:macos 10.13.6 & SU2017 The v1.1.5 gives an error when I try to import an obj format model, with previous version v1.1.4 the model was imported right. 
 Could you please upload your model here or to a file hoster?
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by samuel_t » Thu Jan 30, 2020 7:36 pm
samuel_t wrote:Einstein wrote:I pasted the library as you advised, relaunched SketchUp (maybe I should restart my PC) but still the same error pops up as I press the violet swan 
Do you use SketchUp through a remote desktop?  Einstein wrote:How do you specify textures? If I pick them one by one during import, only one texture is put onto whole chair. Surely, I can manually repaint a part of it but it looks like no UV map is assigned. If I pick the other texture from "In Model" material palette, say leather, and paint the chair top, the texture has wrong scale and orientation.
I specify textures during import process (dialog box).
About remesher, you can try to reinstall your graphics card driver. Let me know if problem persists. Also, be sure to import FBX version of "Rudolf Chair" model since OBJ version is badly textured. 
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by Oxer » Thu Jan 30, 2020 9:10 pm
samuel_t wrote: Could you please upload your model here or to a file hoster?
Excuse me, the problem was that the obj.mtl file was missing, I deleted it accidentally, the Plugin works fine. 
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by Einstein » Fri Jan 31, 2020 3:44 pm
samuel_t wrote:About remesher, you can try to reinstall your graphics card driver. Let me know if problem persists. Also, be sure to import FBX version of "Rudolf Chair" model since OBJ version is badly textured. 
OK, I managed to import FBX model properly textured  Thank you for your help! You mean I should totally reinstall NVIDIA drivers? (I'm actually afraid to do it because NVIDIA does problems with driver installation. Plus I'm an amateur and don't want to mess up with my computer.) Or should I just reinstall one of MS Visual C++ Redistributables or some other package?
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by samuel_t » Fri Jan 31, 2020 6:13 pm
Einstein wrote:OK, I managed to import FBX model properly textured  Thank you for your help!
Einstein wrote:You mean I should totally reinstall NVIDIA drivers? (I'm actually afraid to do it because NVIDIA does problems with driver installation. Plus I'm an amateur and don't want to mess up with my computer.) Or should I just reinstall one of MS Visual C++ Redistributables or some other package?
Yes, you should totally reinstall NVIDIA drivers.
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by panixia » Sun Feb 02, 2020 5:06 pm
Hi there, thank you for this wonderful plugins. I tryed it a bit and looks pretty robust and useful. Do you think could be possible to have a feature to preserve quads in obj and fbx import as per thomthom convention of pseudo-quads in sketchup (mark the diagonal with "soft" "smooth" "don't cast shadows")? That would be perfect!
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by samuel_t » Sun Feb 02, 2020 6:12 pm
panixia wrote:Hi there, thank you for this wonderful plugins. I tryed it a bit and looks pretty robust and useful. Do you think could be possible to have a feature to preserve quads in obj and fbx import as per thomthom convention of pseudo-quads in sketchup (mark the diagonal with "soft" "smooth" "don't cast shadows")? That would be perfect!
I don't think it's possible. 
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by panixia » Mon Feb 03, 2020 4:02 pm
Thomthom has an obj importer in quadface tools which does that in the proper way, but is noway near as fast as your plugin and it also doesn't manage the textures this good.. but it got quads, which makes further poligon editing better and easier. Having those two importers merged togheter with the best of each one would be an absolute dream and I would buy that at any price because I could then edit, unwrap and export quad/sub-d models back and forth beetween sketchup and 3dsmax. Thank you anyway.. this is a great tool.
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by samuel_t » Tue Feb 04, 2020 5:04 pm
panixia wrote:Thomthom has an obj importer in quadface tools which does that in the proper way, but is noway near as fast as your plugin and it also doesn't manage the textures this good.. but it got quads, which makes further poligon editing better and easier. Having those two importers merged togheter with the best of each one would be an absolute dream and I would buy that at any price because I could then edit, unwrap and export quad/sub-d models back and forth beetween sketchup and 3dsmax. Thank you anyway.. this is a great tool.
There's a plugin named Quadrilateralizer. It converts faces to quad faces. Maybe it could help you.
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by panixia » Tue Feb 04, 2020 9:42 pm
No sir, that's not what I'm talking about.. that plugin just splits existing geometry in quads. I rather need the existing non-planar quads in obj coming from 3dsmax, blender, maya etc to be preserved. most of those softwares have an option to preserve quads in obj and fbx exporters, here is 3dsmax 
here are some good reasons to care about this in objects and characther modeling workflow https://www.turbosquid.com/3d-modeling/ ... -topology/https://topologyguides.com/Thomthom wrote an implementation of non-planar quads in sketchup wich is really handy for modeling complex stuff and makes for a better integration of sketchup with most 3d-modeling packages used to produce fbx and obj files https://github.com/thomthom/quadface-tools/wikimaybe there is a way to read the "quad property" set from those eporters and translate it to thomthom's diagonals while converting obj and fbx files?
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by Einstein » Wed Feb 05, 2020 10:32 am
I support your request, panixia. I would also buy this plugin with ability to read quad-based topology. Then we wouldn't probably need Transmutr, which is an expensive tool. There's a toolbar called AMS Soften Edges. I don't know if you know about it. It has a smart button "Reveal quadrants" that can sometimes be helpful. It finds quads automatically, though often not the way you wish. Here you can watch how it works: https://www.youtube.com/watch?v=JHc4ySzEhxs
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by panixia » Wed Feb 05, 2020 10:41 pm
Einstein wrote: Then we wouldn't probably need Transmutr, which is an expensive tool.
I don't know how expensive this tool is, but as far as I saw, this doesn't supports quads from other modeling pakages. If it does, I would pay for it no problem at all. Now. The "shut up and take my moneys!" style. Einstein wrote: There's a toolbar called AMS Soften Edges. I don't know if you know about it. It has a smart button "Reveal quadrants" that can sometimes be helpful.
If you look at the example of the car, in the video you linked, looks like it has an auto-detect for quads, like other algorithms do. Let'say the "original" quadface tool's "convert triangulated mesh to quads" wich is really similar to 3dsmax quadrify or similar tool i saw in c4d. All of this tools work fine on pretty regular meshes, but when they find lot of poles, as in the car example, they are not able to predict properly where the next quad should be. Moreover, they tend to ruin uv's of meshes. What I'm talking about is to just preserve the quads already present in the obj created in other apps, marking quad diagonals in obj with soft + smooth + don't cast shadows when rebuilding the model in sketchup. Not to create or find new quads, just "preserve". As The importer in quadface tools already does, but with the speed and the textures mangement that this importer has.
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by Khai » Thu Feb 06, 2020 7:28 pm
eh? I'm importing mesh made in trueSpace... in Quads. also OBJs... again in Quads..
not sure why your not getting Quads preserved...
the only thing I'm losing is Grouping... it all comes in as one mesh... which is a pain but I can work round it... getting the old tS models back is enough..
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by pibuz » Fri Feb 07, 2020 6:04 pm
Hi! First of all thanks for your wonderful plugin and great work!
I have issues trying to import objs....
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by samuel_t » Fri Feb 07, 2020 6:29 pm
pibuz wrote:Hi! First of all thanks for your wonderful plugin and great work! I have issues trying to import objs.... 
Hi! Try to run SketchUp as Administrator then import a model again. Let me know if problem persists.
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by pibuz » Fri Feb 07, 2020 6:52 pm
 THAT WORKED.. Is there the hell of a way to tell sketchup to ALWAYS run as admin? I thought I already did this but seems like I couldn't do it.....
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by samuel_t » Fri Feb 07, 2020 7:06 pm
pibuz wrote::roll: THAT WORKED..
Is there the hell of a way to tell sketchup to ALWAYS run as admin? I thought I already did this but seems like I couldn't do it.....
There is a way... Check this guide.
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by zuzca » Fri Feb 07, 2020 7:10 pm
Helo, unfortunatelly for me does not work, I dont know why, bug screenshot attached.. Thank you for any help. Zuzana
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by samuel_t » Sat Feb 08, 2020 8:12 am
zuzca wrote:Helo, unfortunatelly for me does not work, I dont know why, bug screenshot attached.. Thank you for any help. Zuzana
Hello, I don't see screenshot.
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by juju » Sat Feb 08, 2020 1:21 pm
zuzca wrote:Helo, unfortunatelly for me does not work, I dont know why, bug screenshot attached.. Thank you for any help. Zuzana
Below a certain number of posts you cannot attach anything.
Save the Earth, it's the only planet with chocolate.
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by samuel_t » Sun Feb 09, 2020 9:38 am
@juju Thanks for the info.
@zuzca Could you please upload screenshot to an image hoster or copy (CTRL + C) error msg as text?
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by pibuz » Mon Feb 10, 2020 9:40 am
...sorry Samuel another question: when I try and import a model, the plugin asks me the "height" of the model, and scales it to that dimension. Problem is that most of the time I don't know the original height of the model and I just want to keep the original size. Is there a way to do this?
Thanks in advance!!!
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by samuel_t » Mon Feb 10, 2020 3:31 pm
pibuz wrote:...sorry Samuel another question: when I try and import a model, the plugin asks me the "height" of the model, and scales it to that dimension. Problem is that most of the time I don't know the original height of the model and I just want to keep the original size. Is there a way to do this?
Thanks in advance!!!
I don't know... Maybe with an external viewer.
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by TIG » Mon Feb 10, 2020 4:36 pm
To allow the user to NOT scale the imported geometry could there be a possibility to enter 0 when prompted, and if so you skip that step ??
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by pibuz » Mon Feb 10, 2020 5:04 pm
i was asking kind of the same thing 
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