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Home ? Importing Assets ? Sketchup to Muvizu

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03/12/2011 17:21:57

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Some Sketchup models...well they are just not Muvizu...they don't fit in with the overall feel of Muvizu, so I decided that for my next Muvi I would make all the props and then share them.

In the past when I imported models that I had made with Sketchup into Muvizu i would get all kind of problems with bits of mesh missing and distorted. I worked out that the Sketchup method of dividing mesh and redividing was the cause of the problem, so I now make sure that each component of a model is a closed model in it's own right. So far so good.

Mapping was my next big problem. Solved it! 3DS Max will import a model directly from Sketchup. If you export that model from 3DS Max as an .obj file and reimport it, then max will map the model for you. I sussed out the ambient occlusion by dropping the AO map generated by Max onto the Diffuse map generated by Max and applying that map to the model.

I then export the model from 3ds Max as an .ase file and import it into Muvizu.

I then ran into collision, which Ziggy & Marco helped with...works!

I have completed one model, and imported the next but there is another problem, here's a vid to demonstrate better...

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03/12/2011 18:58:14

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I've noticed that the colour of a wall can change if you resize it - God knows what the Unreal engine is doing to the objects, but it's not that easy to replicate colours even on identical objects. Actually, it's not the colour but the shading that changes, making it look brighter or darker...and that's with Muvizu's own objects. This isn't an answer for you, just a note to let you know I feel your pain
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14/12/2011 01:16:51

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Getting closer...almost got to the bottom of various tiny little calamities and back on course saving out the sections of the model. Just a little bit of clean up to do and I can start building the rest of the sets to match the story board for the next muvi.

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14/12/2011 08:26:04

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Dylly

That house looks fantastic - really fits in well with the Muvizu look.

Did you solve the tiling issue - you can always amend the tiling values in the .ase file.

all the best

Toonarama
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14/12/2011 09:44:59

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks Mick,

I realised the problem was in the way I was texturing the models. I was making just a single map that included the id texture and ambient occlusion and then applying to the models. By making two separate maps, one id and one ao I managed to sort out some of the irregularities. I realised the remainder of the problems were with the geometry itself and had to go back to the drawing board and redesign the mesh. Once I had a good mesh and made sure I had plenty of padding on the maps things seemed to work out OK. However there is still a slight problem of different shades of colour on the separate pieces of the model, but as Ziggy says this seems to be an Unreal problem, so I'm trying to hide those shade differences by redesigning the model around them.

The only question left is that of scale. Since the update on Sketchup, the meshes seem to have altered in dimension when imported into Muvizu.

I will keep plugging away at it, as the ultimate aim is to make something of a quality to share with everyone.

Tim
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14/12/2011 20:51:30

stun48
stun48
Posts: 8
Hi! where i can download the plugin export ASE file google sketchup to UT3 ?...some links posted here not work...plz help
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15/12/2011 18:46:41

stun48
stun48
Posts: 8
Hi, i've just downloaded Muvizu and its amazing! anyway I want to import objects from the Google Sketchup i've read this thread http://www.muvizu.com/forum/topic497-importing-from-google-sketchup.aspx and it says i need the .ASE exporter plugin but when i click on the link to download it it says This Account Has Been Suspended. Is there anywhere also i can download the .ASE exporter plugin?
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15/12/2011 20:07:49

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Hi Stun48.

The name of the Sketchup plugin you need is HSKP2UNR - it's here :

http://forums.epicgames.com/showthread.php?t=619593

Hope that helps.
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15/12/2011 20:30:43

stun48
stun48
Posts: 8
Thanks ziggy72 for your response ...i open the link but, nothig... just this: "El blog se ha eliminado. Lo sentimos, el blog de hardpcmtechnologies.blogspot.com se ha eliminado. Esta dirección no está disponible para blogs nuevos"....after 3 hours nothing...dammit!
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15/12/2011 20:39:18

stun48
stun48
Posts: 8
finaly i found this post on Muvizu "3. Google Sketch Up - Google's 3D modeller - http://sketchup.google.com/ - Plugin http://www.filefront.com/16576145/HSKP2UNR_v098.zip/ or http://belgabor.vodhin.org/software/su2ase.zip¨" and the last link work, but is just a script (code)fileWhaaaaa? any ideea plz...help!
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15/12/2011 20:41:55

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I was just sending you a link to my copy but never mind.

take the code file and place it in the plugins folder in sketchup here's the file path

C:\Program Files (x86)\Google\Google SketchUp 8\Plugins

to access the exporter go to the plugins on the main tool bar in sketchup.

Hope it helps!
Tim
edited by Dylly on 15/12/2011
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15/12/2011 21:36:59

stun48
stun48
Posts: 8
Tim, thank you for help!..finally work..here is a tutorial for install the ASE plugin export in Google Sketchup http://www.searchgrid.org/index.php?lang=es&cat=3f6&month=2009-08&id=6305 and the link for ASE export plugin is here http://belgabor.vodhin.org/software/su2ase.zip thanks again
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16/12/2011 00:19:53

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
stun48 wrote:
Thanks ziggy72 for your response ...i open the link but, nothig... just this: "El blog se ha eliminado. Lo sentimos, el blog de hardpcmtechnologies.blogspot.com se ha eliminado. Esta dirección no está disponible para blogs nuevos"....after 3 hours nothing...dammit!



Sorry Stun, I had checked that the link was still there but I didn't actually click on it to download. My bad

Good to see Dylly sorted you out. Look forward to seeing your work.
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19/12/2011 18:07:08

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I'm still modelling the cottage, but I'm nearly there, thanks to some very welcome input from Ziggy. Just doors and windows on the ground floor to do and to correct some of the co...mistakes. Someone asked what difference reversing the faces on a model makes so I thought I would illustrate it, along with a split mesh I noticed on the model.


I'm hoping to have the model uploaded before Christmas...fingers crossed!



edited by Dylly on 19/12/2011
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19/12/2011 21:25:30

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
Looks amazing !!
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19/12/2011 21:42:29

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Dylly
That is a work of art - a wonderful model, you must really like your MIL
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20/12/2011 11:08:43

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
That model looks really amazing Dylly! Can't wait for the finished article!

It looks like the guy (HardPCM) who published the ASE export script has deleted his blog and download links for his stuff, which is a shame.

--
Direct, don't animate!
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20/12/2011 11:14:03

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
It was a shame Jamie however I thought I might have stumbled upon something pretty nifty but then it didn't do Unreal but this looks like it has some potential http://playuptools.com/
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22/12/2011 01:21:56

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Latest update on the model...

Finally started to get sections into Muvizu for testing and as usual there are some bits that needed tweaking and some bits that needed remodelling from scratch. The dormers on the roof were the first to get a remodel and I've managed to eradicate the distortion on the window frames by beefing up the structure and cleaning up the mesh in Sketchup.

One of the ideas behind the cottage is that the Muvizu Community can cannibalise individual bits of the structure, woodwork, chimneys, doors, windows etc.. to adapt to the basic Muvizu blocks, so it was while I was fiddling around mapping individual sections and taking into account a suggestion from Ziggy that I started texturing the thing up...

so I've decided to make two versions one in Muvizu primaries and one with a more toon/story book feel. Of course it will mean its going to take me a bit longer to get the thing posted but I'm enjoying every minute of making these sets for my next clip.

The textures are just slapped together at the moment but, I'm trying to piece together a few tutorials and learn how to stitch together a descent map as I go, as well as trying to cut down the number of polys in the model.

This Muvizu malarky is damned addictive and opens the doors to learning so many other skills, be it modelling, writing, acting...

Let me know what you think or if you have any tips on texturing...or anything I've missed or should add as I go along.


edited by Dylly on 22/12/2011
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22/12/2011 09:00:26

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Dylly

The additional texturing looks fantastic but I agree that having both versions would be the best idea so it can fit different looks.

Really appreciate what you are doing here. The Muvizu community has certainly been enriched since you arrived.

all the best

Toonarama
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22/12/2011 12:17:54

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
Dylly wrote:


One of the ideas behind the cottage is that the Muvizu Community can cannibalise individual bits of the structure, woodwork, chimneys, doors, windows etc.. to adapt to the basic Muvizu blocks,


I really like this idea of objects which can be taken as a whole or in section for use with other objects. You could be on to something really helpful with that one!

outstanding work Dylly!

Cheers
D
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22/12/2011 19:48:48

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Looks brilliant - the more dilapidated the better! (is that how you spell that?)
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29/12/2011 00:14:13

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Christmas has gone, the kids have used, watched,broken, swapped or eaten all the presents (the beagle thoroughly enjoyed his presents...they lasted five minutes but so far my tree is still standing unlike last year) and finally I can get back to modelling for my next clip.

Its been very much a case of back to the drawing board as I have tried to make the UVW maps for the model. Finally with a a few tutorials from the net, I sorted out a plan of some sorts. Taking a good look at the model I tried to decide on which bits would stand out and therefore deserved a higher quality texture. With this in mind I went about redesigning the model so that I could split it into sections, comprising the roof, upper floor and ground floor.

I then converted each subsection of the model into its component parts and converted each one of these into a .obj file, imported the sections into 3ds Max and combined them into one .obj file for UVW unwrapping. In the material editor I then played around with the scale of some of the components and stitched some of the parts together to get a smoother map. Those sections that would be hidden or partially hidden I shrank down to give more room on the map.

A few hours in Photoshop Elements and I had working maps...I have to admit this bit was tedious but little did I know there was worse to come.

Things got worse...quickly...bloody collision! Getting the roof section to sit on top of the upper floor was a night mare. It didn't help that I put a curve into the sides of the roof. However after causing a couple of 'Fatal Error' messages and then pouring a scotch I sat down to do a little more collision modelling and final got the roof to sit on top of the building.Now I have all of the three main sections loading into Muvizu with their texture and ambient occlusion maps.

So now its back to the bit I enjoy the most of prop making...the modelling...this time its doors, windows and a new chimney stack, the final leg.

Oh if anyone is trying to get models from sketchup to Muvizu and can't get the hang of Blender (like me) Turbosquid have the basic version of 3DsMax on their site for FREE.

Here's the progress so far...
edited by Dylly on 29/12/2011
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29/12/2011 01:10:54

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
That looks AWESOME! Go Dylly!!
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29/12/2011 10:31:20

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
Looks great!
Your dedication to the job is certainly paying off!
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04/01/2012 00:12:26

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
One step forward, two back, one to the side then a quick hop and skip...no its not part of the initiation rites of the cult of Muvizu...but then perhaps it is...couldn't find a goat...so I decided to carry on with constructing the model cottage.

It was time to move onto the doors, windows and to add a little variation I decided to make some shutters. Would you credit it? I ran straight into the brick wall of collision again. Well I would have done if the collision would have let me. This is starting to get to be a real pain in the aspect. Having made the shutter model and imported it into Muvizu, the collision I had worked out for the roof and upper floor of the cottage would not let me place the windows against the wall. After several hours of jiggery pokery trying to work out new collisions for the various levels I came to the decision that I would have to make the roof and upper floor as one single model. To make matters worse the new shutter model was covered in white flecks.


Getting rid of the white bits!
I now made a discovery. Playing about with the map in both Muvizu and 3ds max I noticed that both Photoshop and Gimp were not saving the black background of the map whenever it was saved as a targa file. Saving the file as a png and then saving the png as a targa had the black background back on the map so to speak, but I still had some white specks on the model. Back in Sketchup I made sure all the faces were the right way around (white side outwards) and then reversed them and coloured all of the internal faces black before reversing them again. Now taking the eraser tool and holding down shift, I softened all of the edges of the model. Once I had UVW unwrapped it and reapplied the fixed map, imported the shutters back into Muvizu I now had a model free from white specks. So if you are importing from sketchup to Muvizu make sure you soften the edges of the model and that any maps you are importing with it have a dark background.

So back to Sketchup and a day later I had rejigged the cottage upper floor and roof to be a single unit. Now it was time for the UVW unwrap and this map was going to be cluttered. Sure enough the map looked like a disaster zone. I then had a bit of a brain wave. I had been saving each piece of a model that sat against a face as a separate group and attaching them in 3dsMax. This reduced the warping on the surfaces of a model when imported into Muvizu. It was time to shell out on some tools for Sketchup. Oh and they work a treat! I bought the Bool Tools from Smustard.com and they allow me to join together all of the various groups within the model which also eradicates the internal faces from the UVW map. Bonus!

Textures
Now it was time to address the textures of the model before I did anything else. The textures that I was using were purchased, and although I hold a full commercial license for them there might have been ructions if I released the models onto the Muvizu site. To save Vince the job of reading through the license I decided to create my own tile-able textures. For aching, this procerssrates alongside of a bad vasectomy! Still after a couple of days doodling in Photoshop and Gimp I now have a workable set of textures, all painted by hand and made specifically for the model, so now license queries.




So this is where the cottage model stands at the moment, shutters are completed and I am about to see if I can import the single section upper floor into Muvizu before going on to texture the model with its own purpose painted textures. My Mrs claims that childbirth is painful...she’s obviously not tried making a 3d model!
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04/01/2012 18:33:42

gianluigidq
gianluigidq
Posts: 12
Hi, please help me

when I save a model (.ase) in sketchup gives me this message:

at least one of thr 500 meshes has more faces. Should you only created many pieces With That If They Are Likely to be used only for the hightest ounces or of a multy-detailed LOD LOD obiect.

when I import in Muvizu is not possible to color

Thank
edited by gianluigidq on 04/01/2012
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04/01/2012 19:28:49

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Hi gianluigi

500 meshes? That sounds like a huge model. Its a little difficult to picture the problem, but if you send me a link to your Sketchup file I don’t mind having a look to see what the problem is.

As a rule though here are a few basic steps I follow before exporting a model.

Check all lines are connected.
Look for and delete any stray lines that should not be there.
Make all faces the right direction, white side facing out.
Explode all groups and components.
Apply a colour or material to each and every face inside and out, limiting the number of colours and materials used.
Soften edges using the eraser tool making sure you are holding down the shift key.
Make sure the model is sitting on the origin before export.

There are one or two free plugins that can help here.
Look out for the ‘clean up’ tools available at Sketchucation.com These will erase duplicate faces, stray lines, unneeded materials and check the integrity of the model before export. Although check your model after use as they can occasionally remove something important to the integrity of the model.

Smustard.com has some handy plugins that will automatically shift the model to the origin and centre it ready for export.

Hope this helps, and as I say if you send me a link to your Sketchup model I don’t mind having a look at the problem, but it may be beyond my abilities limited as they are.
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04/01/2012 20:51:02

gianluigidq
gianluigidq
Posts: 12
Hi Dylly,

I followed step by step tutorial glasgowjim "Importing from Sketchup Part 1"


except the first part of the downloading from the wicked hq and the subsequent setting with U PAINT because the site does not open. I installed this plugin:
su2ase

I imported the same model ford mustang, the problem may be the setting for sketchup?

thanks again
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04/01/2012 21:24:49

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I'm not familiar with the su2ase plugin and seeing as how everyone struggles to find the plugin in the tutorial I've taken my plugin and zipped it up where it can be found here http://www.mediafire.com/?5o7hzr1rp4ggtbu

Try using this plugin and follow the tutorial again. I've also included the documentation and the tutorials that came with the script.

Let me know what happens,
Tim
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06/01/2012 00:26:56

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
On the final leg...less or The Dreeko & Dragon


I’ve finally managed to calculate the collision mesh for the upper floor. Everything now sits flush to the wall and the upper floor sits flush with the ground floor. After creating my own textures...I ditched them. They made the whole model look washed out, so I’m sticking with the original set of textures and hoping for the best. So I completed re-texturing the upper floor and have now moved on to the accessories.

Seeing as how I’ve had to weld the upper floor and the roof together I decided to make some extra bits and pieces to make the model more versatile. Now I must have had my beer head on as the first thing that came into my mind was ...pub! So as a quick distraction and a break from the damned collision meshes I made a pub sign.

If anyone has any other suggestions as to further accessories that would make the model more functional as a prop I would very much welcome them.I’m hoping I can get this project finished before the new release!




edited by Dylly on 06/01/2012
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06/01/2012 10:05:41

gianluigidq
gianluigidq
Posts: 12
It's all rigth!
Thank Dylly
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06/01/2012 10:55:31

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
The Dreeko and Dragon!

I'm honoured!

Looks great can't wait to download itApplause

Cheers
D
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06/01/2012 17:28:58

mystoMuvizu mogulExperimental user
mysto
Posts: 471
Now that you have your own pub lets have a pint or two to celebrate! We can have Vince join us with his new shirt you gave him! Really really nice work there Dylly!!!
edited by mysto on 06/01/2012
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09/01/2012 23:54:42

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Its done...finished...completed...I have to admit that's one of the steepest learning curves I've been on but I thoroughly enjoyed it! Thanks go to Ziggy, Toonarama, and of course Jamie for all the encouragement and help.



Just got to check out a license issue and then post it...but in the mean time...if anyone wants a copy just message me and I will pass you a link across.

Tim
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10/01/2012 04:08:06

mystoMuvizu mogulExperimental user
mysto
Posts: 471
WOW! Really nice work Dylly! Well done!
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10/01/2012 10:27:42

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
well done Dylly!

Can't wait to see them in action!
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10/01/2012 13:57:02

Marco_D
Marco_D
Posts: 582
That's absolutely fantastic Dylly!

Well done friend

Cheers,
Marco
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10/01/2012 14:31:07

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
What a wonderful journey you've been on Dylly, it's really nice to see the evolution of your model here on the forum. The end result looks fantastic, can't wait to play with it in Muvizu!

--
Direct, don't animate!
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12/01/2012 00:09:58

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks for the feedback guys, I'm hoping that I can get the house uploaded very soon. In the meantime with the new release of Muvizu out and about I'm cracking on with the sets for my next Muvi. Next up...and keeping with the fairytale theme...a wishing well for the back of the house...strangely enough its probably got more detail in it than the house...sectional again so it can be animated...if it works then Angelina Jolie is going to be busy doing some light dusting round my place!

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12/01/2012 02:23:40

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
Dylly wrote:
..if it works then Angelina Jolie is going to be busy doing some light dusting round my place!


Not until she's finished painting my spare room she won't! (lazy moo!)
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13/01/2012 11:07:51

Marco_D
Marco_D
Posts: 582
Hello everyone,

Dylly's amazing work is now available on our 3D assets gallery.

If the textures seem low-res, simply save the set and then re-load it.
That should fix it.

Cheers,
Marco
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13/01/2012 13:35:48

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
Marco_D wrote:
Hello everyone,

Dylly's amazing work is now available on our 3D assets gallery.

If the textures seem low-res, simply save the set and then re-load it.
That should fix it.

Cheers,
Marco


I can heartily recommend downloading Dylly's work it is truly outstanding and sits perfectly with The style of the Muvizu HQ created objects
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13/01/2012 20:35:04

mystoMuvizu mogulExperimental user
mysto
Posts: 471
I've just downloaded Dylly's work (fantasy cottage) and it really is amazing. Quality stuff here folks!
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14/01/2012 14:47:20

lchicker
lchicker
Posts: 14
I also have downloaded Dylly's cottage, I agree with Mysto, it's amazing. However, I believe the name is spelled wrong. The correct spelling is 'FANTASTIC COTTAGE'.

@Dylly-Thank You for sharing you hard work with the community.
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23/02/2012 01:51:43

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I'm pleased folks are enjoying the cottage...got some more models in the final stages of prep including my most complicated (for me at any rate) to date.

Here's a bit of a sneaky peek...

I've been looking through some Sci-Fi cover artwork from the 1950's and thought I would create a couple of models based on them to give our evil genius sus sus sus..s something to play with in their lairs.

First up is a set of controls in two parts for....well stuff! I noticed that in 1950 the future seemed to hold nothing but big switches and dials so...

Part 1 Just a big Switch


Part two a control console.


Someone asked me, forget who, if I could 'dirty' the models up a bit so consider them dirtied!
In most of the Bond films and in a lot of the artwork I used as reference, no 'lair' was complete without some guy welding in the scene. So next up a welding or cutting gear...just the gun bit to do.

There are four models in this set, two cylinders, a trolley and a complete set of cylinders mounted on the trolley. Collision meshes on all the models are made to accommodate imnteraction with other props and characters.

Pen-ultimately there is the...Capsule...For some reason in the 1950's heroines spent a lot of time strapped inside glass capsules...so with the aid of Hugmyster's bikini texture Princess Leia gets to try out the gizmo.

Finally there's a bit of an oddity...whilst building my new website I wanted to add Tube Face and You Twit icons...so I've started modelling some...first up is a Twitter icon in the shape of ...a bog. Still in it's bare materials but textures added soon.


Was I mental before I started Muvizuing? Perhaps so, but I most indefinably am now!
If anyone has any ideas for props to add to this set let me know and I will add them.

Tim
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23/02/2012 05:25:05

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
Dylly,

I'm in awe of your talent and effort and am thinking how I can put these to use.

Can "the switch" move ? If it was in two parts you could animate the handle so it could be activated.
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23/02/2012 08:56:10

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Dylly
These are absolutely brilliant - mosy of the stories i eventually want to make involve mad scientists somewhere along the line and these are just perfect

Thank you

Toonarama
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23/02/2012 10:26:48

Luscan
Luscan
Posts: 176
I don't think there's a :O big enough to express my utter astonishment at how brilliant these models are Dylly. Keep up the brilliant, brilliant work. :]
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23/02/2012 10:38:52

Emily
Emily
(Account inactive)
Posts: 346
Beautiful work, mental Tim
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23/02/2012 10:55:09

Marco_D
Marco_D
Posts: 582
Now I know why you've been so quiet

Excellent work Dylly, I'm glad you are part of this community.

Cheers,
Marco
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23/02/2012 11:39:57

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
how about (and could be a challenge) some form of electrical generator which with added muvizu sparks and smoke could look great!
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23/02/2012 11:58:28

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Great work Dylly - look forward to playing with them!

--
Direct, don't animate!
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23/02/2012 17:34:11

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks Guys. Just putting some last minute adjustments to textures and collision meshes and should be uploaded for the audit on Monday!

@ukberty, yup the switch can move the bottom section has only a partial collision mesh.

@toonarama now thats a good idea, hunting out reference stuff as I type.

@the Muvizu Team...without the encouragement, hints, tips, inspiration and guidance I would still be trying to create and import wonky widgets!

Talking of wonky widgets...I finished the twitter icon

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23/02/2012 19:20:26

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Bleedin' hell mate, those are so fitting - I mean they look like they were already in Muvizu and we all just missed them. Awestruck.

And could I request a light switch? Just a plain old white flat wall switch? The ones I've got off Sketchup don't look good. Plug sockets too - pulling the plug on someone requires sockets Plot points often hinge on such (apparently) mundane things, I think.
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24/02/2012 01:36:30

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Great idea Ziggy! Something like this or with the sides not at right angles? The collision mesh on the right with separate switch to animate. Not textured yet of course. British, continental or American plug sockets?

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25/02/2012 15:11:08

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
you've been busy!

That looks like a lot of tools you have there in your sketchup program. Do you use most of them?
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26/02/2012 01:34:28

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I have to admit to being a bit of a 'free' and 'not so free' plugin collector, but I have to be ruthless with the Sketchup plugins as there are so many of them. But then with the plugin's I've found there is very little that Sketchup cannot achieve.

If anyone is interested here's what they all are.

Top row left to right
SandBox Tools for terrain (Free), Artisan Tool Kit subdivide, smoothing and sculpting tools for organic shapes about $30 I think,Fredo's Round edge and bevel tools (free),Bool Tools saves on intersecting faces (about $10 I think), Fredo's Scale tools set (free) for twisting geometry, and curve tools for...well drawing curves.

Second Row
Basic tool set with the addition of Fredo's Draw on Surface Tool Set for drawing on the surface of curved shapes.(All Free)

Third Row
Sketchy Physics Tools(Free) for animation.

Final Row
This is a new set of tools to me that I am trialing, its the 1001 bit Architectural tools. The price I think is around the $30 mark...but so far they have been invaluable for a variety of basic modelling tasks and cutting the donkey work out of things like stairs...worth the investment I feel.

I cannot find anything that the 'paid for' version of sketchup can do that the free version, with a few plugins, can't.

Most of the sketchup plugins are available from sketchucation.com smustard.com or from artisan directly.

Tim
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26/02/2012 01:59:25

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dylly wrote:
Great idea Ziggy! Something like this or with the sides not at right angles? The collision mesh on the right with separate switch to animate. Not textured yet of course. British, continental or American plug sockets?



Yes to all of the above! Having it animated would be excellent too...I think the rounded look is more Muvizu-ish, although I don't know about textures - I was thinking just plain plastic, but you could have those fancier brass plated ones I suppose...
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27/02/2012 02:47:14

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Here are some of the test shots in Muvizu of a 3 pin plug and socket set. Still got a lot of fiddling to do with collision mesh and smoothing groups...still I think it's nearly there! Switches etc can be animated, just got several variants to make just to make sure I cover all the bases.


edited by Dylly on 27/02/2012
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27/02/2012 20:42:32

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
OMG they're awesome! Actually, they're way better than how I envisiged them (and I'm now seriously having to consider actually learning to use Sketchup, rather than just use it to prep imported stuff). Genius. Applause

Oh, also, I take it that the plug pins will be collision free, so you can 'plug' them straight into the wall sockets?
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01/03/2012 01:18:15

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Gun in Hand. Going to drop this bit into this thread just to keep the place tidy and all...and all the Sketchup stuff roughly in one place.

I've managed to get the hand prop imported into Muvizu, as can be seen below, however there are one or two problems with the initial model.



Smoothing the model without creases was the first headache. The only way I've managed to do this in Sketchup is by using the 'Artisan' tool kit ($40 well spent...but still $40). There is a cheaper alternative I believe which is the earlier 'Subdivide & Smooth' plug-in by the same guy.

However Artisan still left me with unwanted creases in the surface of the model. I found a way around this problem the solution means abandoning the Sketchup principle of extruding with the push-pull tool. What you have to do is extrude out your basic rectangular shapes with the push-pull tool and once you have done this use the line tool to add geometry and then use the move tool to shift around the vertices.

Once the 'subdivide and smooth' has been applied the model is now crease free. We now have another problem.

The geometry created by moving the vertices is...weirder than Noel Fielding! This provides a major headache when it comes to positioning the fingers and thumb to hold an object, the whole point of the exercise.

Taking on board the comments from Berty, Toonarama and Ziggy, the crazy geometry means that I'm going to have to go back to the beginning and straighten out the geometry so that I can post the Sketchup file so other folks can use the model.

It would mean that anyone wanting to add a variety of different props into the hand would need to get either the Artisan Tools or the Subdivide and Smooth plug-in to smooth out the square Sketch-up model. I might find an alternative yet.

Colours and textures can be added in sketchup so the prop matches a character...but for those who don't want to mess around I can make a couple of complete props and UVW map them, so the textures can be altered in Gimp or the like.


If anyone has any more suggestions or tips let me know, I've set myself a hell of a learning curve with this malarkey...still it's fun!
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09/03/2012 00:58:50

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Just uploaded part one of a three part prop set....The Lair...a modular building set where the detail is on the inside!

These props are designed to represent a Super Villains hideout, or caves, or a spaceship corridor well just about anything. I've included two sets of textures one in TARGA format, the other as Photoshop files so the textures can be customised.

The first set includes a straigh section and a right angle along with a door and wheel locking thingy doofah. The doors emply the radical ZMB collision technology (or Ziggy's Match Box Collision) whilst the tunnels themselves just have collision on the floor sections. I found quite a good sewer effect was achieved by animating a ground plane onto the floor and turning off the collision on the tunnels (can be stood on).

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09/03/2012 03:27:44

WozToonsExperimental user
WozToons
Posts: 494
This all looks absolutely amazing. I can't wait to get a good look at them in the flesh.
I feel an Alien remake coming on. I'd better lie down. Or maybe that's just because it's 3:30 am.
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09/03/2012 09:07:25

pyrrho
pyrrho
Posts: 123
WozToons wrote:
I feel an Alien remake coming on.


Are you sure it's not just something you ate?
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10/03/2012 02:00:30

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dylly, I have a question for you and I think it's best asked here (to help everyone else too).

I have this frying pan I made in Sketchup - I would like to have a graphic in the middle of it (say bacon & eggs) but when I put a picture in there it comes out like this ;



This is using the Muvizu wanted poster as the picture. Very nice design it creates, but not what I want. I tried adjusting the UV parameters in Sketchup but it didn't help. I know I'm missing something here but I don't know what. Can you help?

Thanks in advance!
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10/03/2012 02:18:50

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Hi Ziggy... Errr wow! Great Prop!

Now I'm sure someone will correct me if I'm wrong...which I probably am...BUT this is how I think it works and how I get around it.

The textures as applied in Sketchup are tiles, and as such work fine on certain surfaces, usually of the square type. As soon as you start dropping a 'definite' image onto a surface such as a decal it will tile the image. Round images I noticed are a complete pain as they seem to tile in really tiny tiles.

I've been trying to find a plug in for Sketchup that will handle UVW mapping, but so far I've not been successful. There is such a thing as the UV tool kit on sketchucation.com as a free download but it didn't seem to do what I wanted it to do.

Now since I started this modelling malarkey the only sure fire method I found to texture and generate the ambient occlusion maps was to UVW unwrap a model in 3ds Max. I tried blender and it was just too complicated for me, I still struggle with numbers and complex instructions (like tidying up according to my Mrs).

I think there must be a difference between UV mapping as done by Sketchup and UVW mapping as applied in 3ds Max, Maya et al.

This is pure guess work and conjecture coincidentally and just my musings as I've tried to struggle through all the tutorials (some of the best ones always seem to be by some Indian guy with a dodgy accent).

If you would like me to generate a UVW map for your props drop me a line and I will make a UVW map for you to add your own textures along with an ao map!

If the rest of the Kitchen props are the same standard as the pan they are superb quality.

Tim
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10/03/2012 07:00:04

mystoMuvizu mogulExperimental user
mysto
Posts: 471
You guys are the greatest! If only I had the patience to take care of these things! It's people like Ziggy and Dylly that make the Muvizu forums the BEST!!! Keep up the good work guys!!!
edited by mysto on 10/03/2012
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10/03/2012 19:30:30

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Thanks for the reply Dylly - I had a feeling it was going to be a pain to do, but I just wanted to check. My fallback plan was just to use a small transparent image with the food on it, as the pan has the (now patented) ZMB collision technology I'll just do that instead, as I've got enough to do with learning Sketchup without involving GMax, UV maps, and the like.
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11/03/2012 18:28:23

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
My latest practise items - some kitchen utensils. Should be up on the Assets page tomorrow (11th).


" target="_blank" rel="nofollow">
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11/03/2012 19:54:10

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Excellent work! Looking forward to trying these out!
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12/03/2012 10:52:29

Emily
Emily
(Account inactive)
Posts: 346
Good looking models Ziggy - nice work!
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13/03/2012 01:35:32

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
The last four months have been one hell of a learning curve and I've enjoyed every minute of it..yet it seems like I've come full circle & I'm back struggling with the same problem's I had at the start of this thread. Namely Ambient Occlusion Maps.

Way back in December I was struggling with getting detail onto the model via the texture and I'm glad to say I think I've cracked it, but I'm back to the begining again with regard to the ao maps.

My latest project has a lot more detail in it than usual, and when I imported the prototype into Muvizu, I could not get any definition onto the model, so I set out to try and find a way around it. Some weeks ago I read about Multi sub-object materials and I've finally managed to utilize this in a model. The only problem now is...how the hell do I generate a separate ambient occlusion map for the model bearing in mind each of the four main components is individually UVW unwrapped in this process?

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14/03/2012 17:54:58

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Okay, after a bit of an issue with locations of bitmaps and the like, my original models were taken down until I fixed them. I fixed them.

Also, I uploaded the (now officially called) ZMB model to make it easier to find on the site. Collision? I laugh in the face of collision! Green Tongue
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16/03/2012 01:38:45

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Well it's been an evening with a couple of little triumphs...not the bike kind but tables and curtains. Can't remember who, but someone was having a spot of bother importing curtain models from sketchup to Muvizu. The problem with this kind of model is the thickness, or lack, in the model.

So needing some curtains I set too to try and model some. After a lot of faffing about, I finally found the right technique, and strangely enough it all comes down to making the model ...thin.

Start with a plane and draw the shape of the curtains onto the plain. Now indicate the folds by drawing lines using the arc tool. Now use the push and pull tool to lift up the fold sections of the model, take away the end caps and now use the divide and smooth tool from Artisan with 1 iteration. recap the ends of the model and paint. Finally curtains with no white bits twinkling through.

I've also finished making and texturing the tables so it's on with the lighting next. Hope fully start shooting on this set next week.

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16/03/2012 02:50:44

skylikeMuvizu mogulExperimental user
skylike
Posts: 188
Holy crap dylly !!! The lair looks freakin awesome!
Great colour choices too, and wooden seats and bannisters etc look brilliant. Always hard to get good textures for roofs.
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21/03/2012 20:18:59

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
Did the light switch ever get turned on? Ugh, worst pun ever. But really, is that part of one of the packs in the 3D Assets gallery? Nothing leaped out at me as containing it, but that's certainly something I could use in a scene I'm currently working on.

Thanks so much for all your work on these props and sets!
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21/03/2012 20:47:25

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Light switches should be ready to upload tomorrow Danimal, sorry I got sidetracked. I will be worse than ever on Friday when the instruction book for 3ds Max gets delivered!

I said I got easily distracted...what I meant to say was...here's a link to the light switch if needed!

http://www.mediafire.com/?cvh7311c5s3r4n1



As with the majority of my models import into Muvizu with the following settings


edited by Dylly on 21/03/2012
edited by Dylly on 21/03/2012
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21/03/2012 22:47:53

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
No need to apologize, I'm hardly in a position to make demands or impose a timeline. Thanks for all you do and I look forward to using this set!
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27/03/2012 01:08:23

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I've been a bit quiet...so I think you all know what that means...yes I've been modelling the exterior sets for the High Bridge Cafe.

The High Bridge is a medieval bridge in Lincoln's center, one of the last surviving bridges in the UK to hold buildings. Sitting astride the River Witham, the 'Glory Hole' beneath holds some fine chub, roach and large shoals of dace (now you know what I'm looking at while the Mrs is window shopping).

Anyway here's the model, still got some benches to model, as well as some railings, bollards & bits and pieces. The set will include a medieval shop frontage when it's all done. I'd welcome any suggestions or comments to improve the set.



Once I've finished shooting the animation I will upload the models so everyone can tinker, although they will not be as adaptable as the Fantasy Cottage Set. Let me know what you think anyway.

Tim
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27/03/2012 01:34:53

WozToonsExperimental user
WozToons
Posts: 494
Looks fantastic and we could do with a good bridge and shop front. Lots of possibilities.
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27/03/2012 10:15:37

artpenMuvizu mogulExperimental user
artpen
Posts: 362
Hi Dylly, just been admiring your handywork, brilliant models
by the way, and very nice that you have worked so hard to get
that Muvizu look in your models, top Muvizuer!!

Now, your bridge is great, and looking forward to the movie,
Could I suggest Gargoyles Heads on the corners, and maybe,
A sword and shield design in the middle?

art
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27/03/2012 10:36:48

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Now that's a great idea artpen! If I make them as separate props it will make the whole thing more adaptable!
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27/03/2012 11:27:40

artpenMuvizu mogulExperimental user
artpen
Posts: 362
Nice one Dylly, also, this bridge has a medieval theme to it.

Maybe a defensive bridge, you could have Bow slots on either
Side?

Just a thought, anyway, You could call it............

" The Dark Crusader Bridge!!!!"
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27/03/2012 11:34:20

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Absolutely brilliant Dylly - you're a muvizu modeller maestro
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27/03/2012 12:34:39

skylikeMuvizu mogulExperimental user
skylike
Posts: 188
Holy Crap Dylly beautiful!!!!
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28/03/2012 02:39:23

HayManMarcExperimental user
HayManMarc
Posts: 128
Wow, dylly! You are an inspiration! Great work, as usual.
edited by HayManMarc on 03/04/2012
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03/04/2012 17:21:18

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I'm in a bit of a quandary guys and I'm hoping you will share your opinions. I'm currently on the final rebuild of my High Bridge Cafe set. Below is the reference material I'm working from and some shots of where I'm up to in Max, I've hidden the back walls so we can get a better look. As I'm building I'm trying to split the set into a batch of separate models so we can get the most use out of them, so I've double skinned the walls so that we can use the interiors as well as exteriors for sets.

Now the first question is this...are the stairwells useful to Muvizu users, if so I will carry on and make the collision meshes for them? And the second question...is there any way at all to put glass in the doors and still have the doors animate?

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03/04/2012 18:30:11

mystoMuvizu mogulExperimental user
mysto
Posts: 471
Wow! Great work Dylly! IMHO I think the stairwells would be very useful indeed! Again, great work!
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04/04/2012 00:11:40

gimmick
gimmick
Posts: 179
Nice work!
Stairwells with the collision meshes would be probably very useful in many movies

And the nice High Bridge would be also very useful in a "stand alone" version (with 2 guard-rails in length and not 3)
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04/04/2012 09:41:05

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Dylly wrote:
And the second question...is there any way at all to put glass in the doors and still have the doors animate?



This is looking awesome Dylly, as ever. I think if you want transparency on the glass you'd need 2 separate objects, one as the glass and one as the door. It's the old transparency issue within a non-transparent frame issue. I'd probably go for green screening the windows if you want to see through them otherwise you'll need to get both objects to open in sync to get it to look as good as it can.
edited by Jamie on 04/04/2012

--
Direct, don't animate!
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04/04/2012 11:35:10

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks for the input guys! I've completed the first two floors of the staircase and double skinned it so that it can be imported into Muvizu as a separate model. I will make a universal id map for it so that it can be textured up in Photoshop or Gimp to suit whatever set it's being used in.

I've started work on the second level proper now, just detailing in the windows. A quick point here about scales in SketchUp, I've settled on a temporary scale for walls of 4m high and depth of 15cm for buildings. This is still very approximate, and the models scale will be altered in 3ds Max before I make the .ase file for import. Everything is still very much..by eye...when it comes to scale...I'm just not clever enough to calibrate SketchUp & 3ds Max to match Muvizu. I just know I'm going to have to endure the ridicule and ask the father in law to work it out for me!

I'm looking forward very much to the Dev's taking a look at the import functions with regard to opacity and luminescence... animated glass doors and lights that shine!

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06/04/2012 08:42:17

gimmick
gimmick
Posts: 179
Dilly wrote on twitter
Found a new tool for SketchUp! Really speeding up Muvizu set creation!


What is it?
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06/04/2012 09:14:09

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Hi Gimmick,

It's the Pro Builder by Dale Martens available from www.smustard.com.

There are two versions here is a link to the FREE version http://www.smustard.com/script/ProfileBuilderFree

This is exactly the same as the Pro version minus the ability to save your own profiles.

Essentially the tool is a souped up 'follow me' tool with a large library of profiles to create everything from chair rails to girders. After a couple of hours using the free version I coughed up for the pro version so that I could save more 'Muvizu-esque' profiles into a library at a scale more suitable for Muvizu models.

Worth every cent of the $20 paid for it, has sped up tremendously the making of components for models and totally changed my workflow for the better.
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06/04/2012 09:39:57

gimmick
gimmick
Posts: 179
OK, thanks Dylly. I will try this software

When a software is good & useful, $20 is a moderate price
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06/04/2012 19:39:34

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dylly, that Pro Builder tool is bloody excellent - thankyou! Thumbs Up
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06/04/2012 23:20:12

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Glad you liked it Ziggy, it's some great tool Gimmick!

Well this is how much it speeded up the workflow for me....what I thought was going to be several days work turned out to be hours!

So here at last is the SketchUp Build over and done with.

I quickly finished off the second floor.

Planned out the seating arrangements....

Then with the aid of the Pro Builder shot through the third floor and finished off the roof, dormas and guttering.


Now the hard part begins! Now that I've finished the build in SketchUp, I've got to start to dismantle the model ready for texturing.

For the past few months I've been trying to get my website together again...so I will keep a blog (content generator) of the process from build to Muvizu so people can see the cock-ups as well as the steps I take in getting the Model from SketchUp into Muvizu.
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07/04/2012 15:33:26

gimmick
gimmick
Posts: 179
Thanks Dylly, this plugin is fantastic !
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08/04/2012 14:03:59

WozToonsExperimental user
WozToons
Posts: 494
That is one fantastic creation Dylly, I don't envy you having to dismantle it. It must be like Christopher Wren having to dismantle St.Pauls.

I hope when it's done it's available on here and not rebuilt on some rich Americans ranch as a tourist attraction.

As for your mouse (twitter feed), have you tried changing the battery. I also keep a USB one in the drawer in case of emergencies. Hope it's sorted soon.
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28/04/2012 00:19:14

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
ziggy72 wrote:
Dylly, I have a question for you and I think it's best asked here (to help everyone else too).

I have this frying pan I made in Sketchup - I would like to have a graphic in the middle of it (say bacon & eggs) but when I put a picture in there it comes out like this ;



This is using the Muvizu wanted poster as the picture. Very nice design it creates, but not what I want. I tried adjusting the UV parameters in Sketchup but it didn't help. I know I'm missing something here but I don't know what. Can you help?

Thanks in advance!

Ziggy!!!!!! I've found a cure!

Below is a poorly modeled plate with an image stuck in the middle all done in SketchUp! I've found a plug-in that can UV map in SketchUp that will also export your SketchUp model as a .obj so that it can integrate with a free UVW mapper such as Roadkill and re import your uv's to your model...so in other words you can have your cake in the middle of the plate!

The plug-in is called SketchUv Mapping tools and is available from www.smustard.com...The bad news....oh all right it's $15.
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28/04/2012 08:48:49

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
The plugin magpie strikes again!

Well done mr D

You can have your cake but can you eat it?
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03/06/2012 09:27:52

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
The second part of my 'Dismantling High Bridge' blog dealing with finishing off the roof section, UVW unwrapping, basic collision, parents and pubs, beagles and edible graphic tablets, and importing into Muvizu is now available on my website http://animationworkshop.co.uk/?p=131
permalink
04/06/2012 10:25:41

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Dylly wrote:
The second part of my 'Dismantling High Bridge' blog dealing with finishing off the roof section, UVW unwrapping, basic collision, parents and pubs, beagles and edible graphic tablets, and importing into Muvizu is now available on my website http://animationworkshop.co.uk/?p=131



Wow. This really has been a labour of love Dylly - and the results is a testimony to that. Can't wait for the full, finished model.

--
Direct, don't animate!
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05/06/2012 01:13:08

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks Jamie...sorry to have to do this but...you've been kidnapped! Jamie in High Bridge Woman in Black moment! http://animationworkshop.co.uk/?p=145

Update on the work so far!

The basic level

Jamies Woman in Black Moment

And the interior...did I mention I double skinned the walls?
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05/06/2012 10:48:55

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Dylly wrote:
Jamies Woman in Black Moment



Well that just ruined the film for me, I havn't seen it yet. :P

--
Direct, don't animate!
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11/06/2012 16:37:25

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Uploaded a new model set to the Muvizu site. The Military Compound.

For those that can't wait you can grab it here http://animationworkshop.co.uk/?portfolio-item=military-compound
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13/09/2012 00:29:26

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Fantasy Cottage Revisited

I've been a bit quiet of late, under the weather, boating fishing etc but I'm back in the saddle again and thought I would revisit the Fantasy Cottage and see if I could give it a revamp and try and put into practise some of the techniques I've learned...well it will be Christmas soon so its nearly a year.

Like the original this version will be modular too, but will be double skinned so there is an internal structure to it. The original idea for the cottage was to make it twisty and rickety however I just ran into problems modelling this, but...I think I've sussed it with the latest version.

The base section is almost finished, still some last minute fiddling and matching with the textures to do, but as usual I will keep everyone posted with progress. Let me know what you think?
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13/09/2012 00:38:48

WozToonsExperimental user
WozToons
Posts: 494
Looks good, I like the fact it has interiors as well. Can't wait to see it finished.
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13/09/2012 07:00:01

InsaneHamster
InsaneHamster
Posts: 272
Looks amazing Dylly!! As always!
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25/09/2012 17:23:04

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I've been trying to push the barrier a bit with what I can and can't do with making a model...the upshot is...I'm having a whale of a time BUT...I have to break it to the Muvizu Team now...No more holidays for a while as I have used up a fair amount of bog roll whilst making out my Christmas List.

I've finally found a method of creating one 'BIG' map that combines several other maps that Muvizu will quite happily choke down (with the odd coughing fit on the way) without resorting to creating a multisub object material. This means I can apply a separate ao map to a large model.

Now for Christmas Dear Santa Barry I would like Muvizu to

Use Bump Maps
Normal Maps
An old person character just like the new super hero characters complete with animations of course.
A baby character.
A new boat (real one so I can go fishing)
Peace on earth and good will to all men except that ginger bloke in Tesco who keeps scratching his head on the deli counter.

A bit of a revamp on the model but this is the progress so far.

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25/09/2012 17:40:25

mystoMuvizu mogulExperimental user
mysto
Posts: 471
Your work never ceases to amaze me Dylly. Well done!!!
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25/09/2012 19:15:00

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dylly wrote:
I've finally found a method of creating one 'BIG' map that combines several other maps that Muvizu will quite happily choke down (with the odd coughing fit on the way) without resorting to creating a multisub object material. This means I can apply a separate ao map to a large model.


One map to rule them all? Whaaaaa? Surely not! How, where, when, etc? (can't believe I'm getting excited by texture mapping - my GeekMeter's just gone off the scale!). And the model looks excellent.
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26/09/2012 01:24:50

WozToonsExperimental user
WozToons
Posts: 494
To say I cannot wait for this model is an understatement of epic proportions.

I may be presuming too much Sir Dylly but may I be so bold as to suggest that you make a version with the windows and doors missing as in the excellent digital representation we have been fortunate enough to peruse?
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26/09/2012 10:53:07

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks Mysto, I just wish I could sit down and make an animation without getting sidetracked with the sets.

Ah Ziggy, dark are the waters of the Clyde...and even darker are the waters in Morpeth but from the Elven Smiths of the shining Towers of Muvizu comes the wisdom which says...

"Sometimes you nip out for a quick fag and a pint, get slotted, forget where you were up to on a model and whether you saved it or not...and forget which day it is..."

Which is what happened to me. But I decided to just carry on and remap the model having already mapped the pieces and found that 'hey presto' I can move all the mapped pieces about on another map and render out one big map and one big ambient occlusion map, create a new material using the super maps and the bloody thing works!

Now then Wozza, the model started out as being modular, but I got sidetracked...just a bit...but fear not when it comes to making the ase files the walls, floors and timber frame will be one model, the roof (which I tried to accommodate a request by Ziggy on the first model and failed but think I've managed on this one...which makes it a bit complex) will be another, all the doors will be seperate models so they can move and the windows will be yet another model...as will the staircases both internal and external which I'm working on at the minute will be stand alone models too.

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26/09/2012 20:44:25

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Woodwork almost complete...well the floors are in.Just about to start on the doors and windows. Now I wish Ziggy had his ZMB technology advanced a bit...I just realised what a pain the collision is going to be on this model...any volunteers?

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26/09/2012 23:46:50

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
The windows are now 'in' doors tomorrow and then that roof!

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27/09/2012 01:37:47

WozToonsExperimental user
WozToons
Posts: 494
Awesome, I cannot unfortunately help with the collision as my skills are not up to the job. Creeped out

However, after seeing the pictures I do have one question/request. Will the glass be transparent? If not can you include a set of frames without glass if possible?

Glad to hear it will be fiddleable.


worship
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27/09/2012 10:02:10

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
It's a beautiful looking model Dylly. The collision should be pretty easy though? All you need is 3 flat levels for the base / ground, 1st floor and 2nd floor followed by some collision on the steps. I wouldn't think you'd need to have collision on the walls or roof or anywhere else - though I've not seen the script for what its going to be used for.

--
Direct, don't animate!
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27/09/2012 13:46:07

InsaneHamster
InsaneHamster
Posts: 272
I think we need a new program called Dylly Modeling so we can all download it and have our own Dylly modeling our stuff for us. we just type in what we want modeled and poof there it is. Woo Hoo!

But seriously Dylly thats some really amazing work you do. Im torn between learning to model or animating with Muvizu....modeling..animating....tried modelling almost killed my PC Damn Computer.. so i better stick with animating. atleast until the Dylly Modeling software is done and can be downloaded then i might take up modeling lol.
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27/09/2012 17:14:48

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
Jamie wrote:
It's a beautiful looking model Dylly. The collision should be pretty easy though? All you need is 3 flat levels for the base / ground, 1st floor and 2nd floor followed by some collision on the steps. I wouldn't think you'd need to have collision on the walls or roof or anywhere else - though I've not seen the script for what its going to be used for.



Yes i saw this questiong to help with collision and was unsure what you meant. If you need someone to add collision for you I can help but as stated here I found that with muvizu all i ever need to do is put some collision into the floors. I totally ignore doorways and walls. I also of course put the bottom most piece collision wise where I want it to sit on the terrain. Of muvizu so it does not sit above the ground.

So far I haven't noticed that many issues with muvizu I see it doesnt like models that are not bulky they bounce around but aside from that its not a big deal i just import it in bulkier and downsize inside muvizu.

Anyhow I can help if you like but of course I would need the file to add collision to
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19/10/2012 15:58:50

WozToonsExperimental user
WozToons
Posts: 494
Hello everybody, I am desperately in need of some help.

I can use Sketchup enough to throw a few shapes and can import them into Muvizu. What I really need is a few step programme on how to use the Quad Face tools plug in that is recommended by such an illustrious modeller as His Highness The Dylly. I have looked on the Interweb and Youextrudedcircle but unfortunately what little there is around is either OTT or incomprehensible.

I have a brain cell or two to spare according to my Gynaecologist and really all that is required is a 1,2,3 on how to quad face a model, starting from the model already being present in Skup and ending just before export.

If someone could provide this for me I would forever be in their debt, however, I cannot promise not to consider moral bankruptcy at a later date.

Yours unwillingly, WozToons.
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19/10/2012 16:35:48

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I don't know if you found these but they may help...


Quad definition as far as Sketchup is concerned http://sketchucation.com/forums/viewtopic.php?t=39442

Quadface tool Documentation https://bitbucket.org/thomthom/quadface-tools/wiki/Features

Thomthom the creator of quadface tools is a very amenable chappy and more than willing to answer questions if you ask him across at www.sketchucation.com

The problem with trying to turn an existing model into quads is that a lot of the modellers out there in SketchUp world have no idea of the uses that we as Muvizu users wish to put their creations to. So a lot of these models are not made with 'quads in mind'.

I put this down to the ease with which sketchup lets you cover up poor geometry (something I am all to guilty of doing). Not so much a work around or cheat as it takes some while to perform but if a section of a model will just not convert to quads dismantle it and rebuild it. Not sure if it helps, but what is the 'specific' problem you are working on at the minute?
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19/10/2012 17:23:52

WozToonsExperimental user
WozToons
Posts: 494
Thanks for those and your quick response Your Dyllyness.

The problem I have is that I can create a simple model say house with floor, no roof, holes for windows and doors. I then wish to make that MZ compatible, i.e. get rid of the weird shading effects by making it quad face as I have been advised.

I have installed the tools but have no idea where or how to use them. Is there a simple, one button click to do the job? I am not after complex models really EDIT: I will leave that to experts like yourself, most stuff I can cobble together in MZ. Just a few simple building shells and maybe some drinking glasses.

I have successfully made a pane of glass, ( rectangle so you can't go wrong lol ), and a glass tube but as soon as I move on to making holes in models the problems arise.
edited by WozToons on 19/10/2012
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19/10/2012 20:57:27

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Right your Wizard of Wozness, there's good news and bad news.

But I think this is a question for Jamie or the Muvizu Modellers.
Good news, I know what the problem is, and how to fix it.
Bad news...I dunno how to fix it in Sketchup. dunno

The problem is the smoothing groups. When exported from Sketchup the surfaces of the model are all jumbled up and face different ways. When a model is exported from Sketchup as a 3ds model there is an option to weld the vertices to stop the jumbling occurring and maintain the integrity of the model. We could use something like this on an .ase exporter but I dunno if its possible?

I get around the problem by bringing the model into 3ds Max and reassigning the smoothing groups. Now I'm sure this is possible in Blender but Blender makes no sense to me at all.

Sorry I can't be of any more help.
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19/10/2012 21:25:09

WozToonsExperimental user
WozToons
Posts: 494
Thanks again, you have been of tremendous help. Applause

I now know that I am better off sticking with a few occasional custom requests to experts rather than persevering in a fruitless attempt to get Skup to work given my limited 3D modelling skills and the fact that 3ds disagrees with my laptop.

I'll go back to Gimping some textures/backdrops and the odd transparent bit in Sketchup which will produce pretty good transparency imports on boxes and cylinders with the right settings.

As for Blender, like many I expect, I tried then persevered but ultimately failed to come to terms with it.
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19/10/2012 21:40:00

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
I am not friends with sketchup at all but for blender usually the issues with sketchup models is flipped faces you have to recalculate normals and then flip all the faces the correct way. I will honestly say that I found sketchup worse then blender but maybe that is because I was using blender first.

But to combat sketchup wonkiness I convert to and obj file and import that into blender and remove all the added extras which can be considerable and I concluded for myself it was just faster and easier to just build an entire model from scratch inside blender (that is how much time I have spent cleaning up sketchup models).

For anyone wanting to learn blender the issue is that it does just so many things. You need to look at it function by function and in the case of muvizu the only chunk you need to worry about is the model chunk.

In conclusion i have used one or two 3dwarehouse sketchup models but in about 90% of the cases my use of sketchup files has resulted in me deleting the file after about 3 hours of messing around (by then i know exactly what the model looked like) and spending maybe half an hour building a reasonable facscimile in blender and using that instead
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28/10/2012 17:32:35

EEFilmzExperimental user
EEFilmz
Posts: 397
I too am not friends with Sketchup, and I need a a kitchen knife stat! So I "tried" one from google sktechup and I have the >ase importer installed, and I tried to import the knife into Muvizu and no matter what setting I try I get the same error message: "Object too small to import" - and I've seen this error with other objects too and I dunno what's wrong but I am trying to finish my Halloween Entry vid...all I need is my knife! lol HELP!

update I figured out what I didnt do I think, when I chose create component in sketchup it did it then it worked, but - when i chose to import it, I finally got a knife into muvizu exept it was all pink, the handle, the knife etc, and i can only change all of it to be the same color...what did i do wrong? or what am I doing wrong now? lol
edited by EEFilmz on 28/10/2012

UPDATE - however I imported that knife that is pink I also messed up on the collision too? because it makes the character pop up and down so I cant have the character HOLD the knife!...damn now I gotta try again or see if someone who knows what they are doing can help me
edited by EEFilmz on 28/10/2012
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28/10/2012 17:39:10

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
I thought I saw a cutlery set wiz by in the 3d assets but possibly its gone anyhow let me find a blender one or make one i can probably find something that will do but i wont put it into the assets gallery because its going to be a quicky and not a work of art
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28/10/2012 17:51:20

EEFilmzExperimental user
EEFilmz
Posts: 397
Sounds Great Thanks Urbanlamb! 8) - EEF urbanlamb wrote:
I thought I saw a cutlery set wiz by in the 3d assets but possibly its gone anyhow let me find a blender one or make one i can probably find something that will do but i wont put it into the assets gallery because its going to be a quicky and not a work of art
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28/10/2012 18:01:28

EEFilmzExperimental user
EEFilmz
Posts: 397
I found that set - no knife in the set though 8(
urbanlamb wrote:
I thought I saw a cutlery set wiz by in the 3d assets but possibly its gone anyhow let me find a blender one or make one i can probably find something that will do but i wont put it into the assets gallery because its going to be a quicky and not a work of art
permalink
28/10/2012 18:09:06

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
okay I modified one but its not mine so you will have to give him proper credit and I wont be adding it to the gallery however you can use it for non commercial use etc.

anyhow here is a link to the zip file.

https://dl.dropbox.com/u/69789825/knife.zip

just give credit to Andreas Larsson

The file was originally taken from here
http://www.blendswap.com/blends/weapons/old-knife/

to import it simply unzip and import ob_knife
no id texture
opacity none
no ambient occlusion map
single sided

I build minor collision into the handle

hope that helps.
edited by urbanlamb on 28/10/2012
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28/10/2012 18:28:56

EEFilmzExperimental user
EEFilmz
Posts: 397
OK Update: Now I have reInstalled Blender..went in, saved the old knife as an OBJ file and when I tried to import that into muvizu it shows NO files in the filder where I have it....SO Thanks but I can't get that to work either....
I registered with that site, but I haven't redownloaded Blender yet, and cannot open or find this file, do I need to download blender and open it there first? because it made it a .blend file not an obj file

urbanlamb wrote:
okay I modified one but its not mine so you will have to give him proper credit and I wont be adding it to the gallery however you can use it for non commercial use etc.

anyhow here is a link to the zip file.

https://dl.dropbox.com/u/69789825/knife.zip

just give credit to Andreas Larsson

The file was originally taken from here
http://www.blendswap.com/blends/weapons/old-knife/

to import it simply unzip and import ob_knife
no id texture
opacity none
no ambient occlusion map
single sided

I build minor collision into the handle

hope that helps.
edited by urbanlamb on 28/10/2012

edited by EEFilmz on 28/10/2012
edited by EEFilmz on 28/10/2012
permalink
28/10/2012 18:36:16

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
EEFilmz wrote:
I registered with that site, but I haven't redownloaded Blender yet, and cannot open or find this file, do I need to download blender and open it there first? because it made it a .blend file not an obj file

urbanlamb wrote:
okay I modified one but its not mine so you will have to give him proper credit and I wont be adding it to the gallery however you can use it for non commercial use etc.

anyhow here is a link to the zip file.

https://dl.dropbox.com/u/69789825/knife.zip

just give credit to Andreas Larsson

The file was originally taken from here
http://www.blendswap.com/blends/weapons/old-knife/

to import it simply unzip and import ob_knife
no id texture
opacity none
no ambient occlusion map
single sided

I build minor collision into the handle

hope that helps.
edited by urbanlamb on 28/10/2012

edited by EEFilmz on 28/10/2012




here click this i put a bit.ly link for it http://bit.ly/PZUrjg
this is my zip file
its been converted to muvizu format simply follow the instructions in my post

to import it simply unzip and import ob_knife
no id texture
opacity none
no ambient occlusion map
single sided
edited by urbanlamb on 28/10/2012
permalink
28/10/2012 18:56:06

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks Urbanlamb! got this to work! - although for some reason when I downloaded it I couldn't find it in the folder it wasn't showing up so when I did finally see it I copied and pasted it to the desktop lol
Thanks again!

urbanlamb wrote:
EEFilmz wrote:
I registered with that site, but I haven't redownloaded Blender yet, and cannot open or find this file, do I need to download blender and open it there first? because it made it a .blend file not an obj file

urbanlamb wrote:
okay I modified one but its not mine so you will have to give him proper credit and I wont be adding it to the gallery however you can use it for non commercial use etc.

anyhow here is a link to the zip file.

https://dl.dropbox.com/u/69789825/knife.zip

just give credit to Andreas Larsson

The file was originally taken from here
http://www.blendswap.com/blends/weapons/old-knife/

to import it simply unzip and import ob_knife
no id texture
opacity none
no ambient occlusion map
single sided

I build minor collision into the handle

hope that helps.
edited by urbanlamb on 28/10/2012

edited by EEFilmz on 28/10/2012




here click this i put a bit.ly link for it http://bit.ly/PZUrjg
this is my zip file
its been converted to muvizu format simply follow the instructions in my post

to import it simply unzip and import ob_knife
no id texture
opacity none
no ambient occlusion map
single sided
edited by urbanlamb on 28/10/2012
permalink
28/10/2012 18:57:35

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
okay glad you got it.
permalink
28/10/2012 19:00:02

EEFilmzExperimental user
EEFilmz
Posts: 397
Hey Urbanlamb I have a question I just tried that knife, it looks better than the one I downloaded from sketchup of course, but I see it does the same thing when I try to make a character hold it, is it the collision that makes that character jump up or? sorry I am just learning this stuff...I'm good in some areas and a novice in others lol
urbanlamb wrote:
okay glad you got it.
permalink
28/10/2012 19:02:48

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
Before I remove more collision do you have the box "can be stood on" clicked in? if you unclick that it should be fine?

I put collision in the handle I can remove it completely if you like or put it in the tip. I didnt want it to drop through the floor so i put it into the handle. I can remove it if you like and give you a new zip file

the sketchup one likely has collision in the entire thing.

If I remove it completely and just put a tiny cube in you will have to be quick with it or it will get lost I would imagine due to the object shape its a flat thing
edited by urbanlamb on 28/10/2012
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28/10/2012 19:31:55

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks for the offer, I think I got it to work, with just poses etc I think it now is working cuz I dont see any character jumping now....I havent started shooting but Im about to...if I run into a snag I'll let you know but for now it all seems good to go Thanks ALOT for your great help! 8) - EEF

urbanlamb wrote:
Before I remove more collision do you have the box "can be stood on" clicked in? if you unclick that it should be fine?

I put collision in the handle I can remove it completely if you like or put it in the tip. I didnt want it to drop through the floor so i put it into the handle. I can remove it if you like and give you a new zip file

the sketchup one likely has collision in the entire thing.

If I remove it completely and just put a tiny cube in you will have to be quick with it or it will get lost I would imagine due to the object shape its a flat thing
edited by urbanlamb on 28/10/2012
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28/10/2012 19:35:45

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
okay it was just a little bit of collision in the handle I could have move it up but my logic told me it should be in the handle. Anyhow if you remove the option "can be stood on" like with the beds the character should move through the object more or less .

Anyhow good luck I am taking a break from doing anything like movies or models because I get saturated but I will be back and doing something more then adapting "used knives" in a week or so
permalink
28/10/2012 20:23:17

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks again Urbanlamb, I will uncheck can be stood on and try that, and see if I don't impale myself in the process lol urbanlamb wrote:
okay it was just a little bit of collision in the handle I could have move it up but my logic told me it should be in the handle. Anyhow if you remove the option "can be stood on" like with the beds the character should move through the object more or less .

Anyhow good luck I am taking a break from doing anything like movies or models because I get saturated but I will be back and doing something more then adapting "used knives" in a week or so
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01/11/2012 23:43:41

EEFilmzExperimental user
EEFilmz
Posts: 397
I'd like to know where people are getting those "Psycho" type houses used in the Halloween vids I saw! amazing....I coulda used that ! did they model them or ?
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01/11/2012 23:51:04

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I got mine (The Phantom Manor) off Google's 3D Warehouse. Just needed to rescale it a bit in Sketchup, import it with ID textures on, and it was fine. It was the first one I found that was suitable, and it actually worked first time! I was amazed, to be honest...
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02/11/2012 00:10:09

WozToonsExperimental user
WozToons
Posts: 494
I used a backdrop. If you cut holes in it with a graphics program you can put a coloured backdrop behind the transparent bits and shed light through the doors/windows. Used a greyscale image and coloured it with lights.
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02/11/2012 00:26:18

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks Woz and Ziggy! very good tips, I will try that, as I am not yet proficient in d3 "modeling" - I downloaded Blender for the 2nd time, and gaain I haven't found time to learn it yet...Sketchup the same thing, I have at least been able to import a few things into Muvizu so I will try that. THANKS!
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02/11/2012 00:41:14

EEFilmzExperimental user
EEFilmz
Posts: 397
Ziggy, when you download from Sketchup, I always get this message : you have chosen the same name for the mesh as the collision this is not recommended do you wish to continue? - what the heck am I supposed to do there? Do I group everything first? rename something? I am kinda a rookie with sketchup obviously lol I have only had a couple successes with getting models into muvizu (cars) and a knife that took several attempts ziggy72 wrote:
I got mine (The Phantom Manor) off Google's 3D Warehouse. Just needed to rescale it a bit in Sketchup, import it with ID textures on, and it was fine. It was the first one I found that was suitable, and it actually worked first time! I was amazed, to be honest...
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02/11/2012 20:15:11

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
This is to do with the new Sketchup ASE exporter as created by Muvizu HQ. It allows you to create a collision volume at the same time as your main object, and then export them both as one. If they are the same (i.e. you didn't change anything) then you get that message. Not a big deal, just means that the object has a default collision volume. I still use my own method of exporting using the old exporter, then using my Match Box Collision tweak to create the collision where I want it. There is the tutorial vid on how to use the new ASE exporter, so you might want to watch that.

http://www.muvizu.com/Video/21578/Sketchup-collision-made-easy-in-Muvizu-3D-ani

It's actually a pretty good way of creating objects with collision where you want it to be, rather than letting Sketchup/Muvizu decide for you. I'd recommend you give it a watch, and see if it helps.
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03/11/2012 21:34:34

EEFilmzExperimental user
EEFilmz
Posts: 397
tried it, but it says collision was badly formed - i just did a test, it says try again...ugh...I'm not sure what your matchbox method is but I've read good things about it, all I know is sketchup kills me, it works for me only 5% of the time. ziggy72 wrote:
This is to do with the new Sketchup ASE exporter as created by Muvizu HQ. It allows you to create a collision volume at the same time as your main object, and then export them both as one. If they are the same (i.e. you didn't change anything) then you get that message. Not a big deal, just means that the object has a default collision volume. I still use my own method of exporting using the old exporter, then using my Match Box Collision tweak to create the collision where I want it. There is the tutorial vid on how to use the new ASE exporter, so you might want to watch that.

http://www.muvizu.com/Video/21578/Sketchup-collision-made-easy-in-Muvizu-3D-ani

It's actually a pretty good way of creating objects with collision where you want it to be, rather than letting Sketchup/Muvizu decide for you. I'd recommend you give it a watch, and see if it helps.
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03/11/2012 21:49:32

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Collision can be a complete pain in the aspect, however by following a couple of rules when building it you can take a lot of the headaches out of the process.

Always make each face of any collision model is divisible by three or four. make sure there are no concave angles in your collision model...if in doubt...apply Ziggy's matchbox technology!
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03/11/2012 22:56:18

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
For anyone struggling with trying to get collision working the way you want it, go to this link ;

http://www.muvizu.com/3D/19330/Ziggys-Match-Box-Collision-Remover

...and follow the instructions included along with the .ase file. It's quite simple, honest.
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03/11/2012 22:59:53

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
@ EEFilmz - set the collision volume to none when exporting from Sketchup, or use the old exporter (HardPCM's) before using the ZMB. Just ocurred to me that you have to start off with no collision at all for the ZMB to work right.
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03/11/2012 23:06:55

EEFilmzExperimental user
EEFilmz
Posts: 397
OK Thanks, I am trying to use your method right now 8) ziggy72 wrote:
@ EEFilmz - set the collision volume to none when exporting from Sketchup, or use the old exporter (HardPCM's) before using the ZMB. Just ocurred to me that you have to start off with no collision at all for the ZMB to work right.
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03/11/2012 23:52:25

EEFilmzExperimental user
EEFilmz
Posts: 397
I give up, I give up, I give up...Obviously it's something wrong I am doing because well, I do not understand it yet. I either get a message saying it's too small, or it's too large or outside the area, or the mesh is badly collisioned, or everything stops responding! I am sure Ziggy's method makes it easy and I am sure other people are obviously making it happen easily I just can't get it to work. No matter what I try!...So until I learn a 3d modeling program myself like Blender (which has a huge learning curve, and is already givin me **** because I don't have a 3 button mouse) or ask for models (but that can't always happen), I'm just limited I guess. No big deal, I have bigger problems to worry about like the pain I still have in my stomach.

EEFilmz wrote:
OK Thanks, I am trying to use your method right now 8) ziggy72 wrote:
@ EEFilmz - set the collision volume to none when exporting from Sketchup, or use the old exporter (HardPCM's) before using the ZMB. Just ocurred to me that you have to start off with no collision at all for the ZMB to work right.
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04/11/2012 00:37:25

WozToonsExperimental user
WozToons
Posts: 494
EEFilmz wrote:
I either get a message saying it's too small, or it's too large or outside the area,

This is because you are too close to the ground or other objects when trying to import, you could well have a good model. We've all seen this one.

Don't give up, although it's amazing what you can build with the stuff in Muvizu, abstract shapes with a texture added are excellent for any number of things.
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04/11/2012 03:57:52

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
yes many of the models are just large you need to be up in the air near the center of the building area where the dome is largest.

As for learning this stuff it all takes time if you learn little by little eventually it will work out. However you need to shall we say start at the beginning and watch videos and read tutorials and start with just a plain cube or something because if you dont understand the principles of what your doing you wont ever learn. I dont know if blender is truly easier or harder then sketchup many claim that blender is far too difficult. I would suspect its not its just a matter of what you learn to use first. One day I want to take a peak at sketchup for building things like buildings. I am sure there is a way to make models that are just as nice vertex wise as blender. In the end though whatever you choose to do it has to be learned from the bottom up err figurately of course and I find now that I am getting older the idea to learning is to learn in stages and not try to pump it in all at once. It simply does not stick because I need to understand every single little principle of whatever I am doing before I can move on. When i was 20 I could just pile it all in and use it and learn the principles later on .. does't work like that anymore. IN any event as you get time learn it little by little one day you will turn around and realize that you can do what you wanted.
edited by urbanlamb on 04/11/2012
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04/11/2012 04:19:07

EEFilmzExperimental user
EEFilmz
Posts: 397
Very Good Urban, you and I are the same in that, the learning thing is there but I now have to do it step by step, and stay at it or I lose it. I will press on because I love animation and am blown away by all the cool things I see others do, and want to do myself. I am gonna try Blender step by step until I get it, and maybe once I get good at that then maybe sketchup will be an easy undertaking by then. There are alot of tutorials on Blender and videos etc...so I just have to play everyday until it sticks and everything makes sense. Thanks to everybody without the encouragement and help I would be lost and frustrated...you guys are awesome! - EEF
urbanlamb wrote:
yes many of the models are just large you need to be up in the air near the center of the building area where the dome is largest.

As for learning this stuff it all takes time if you learn little by little eventually it will work out. However you need to shall we say start at the beginning and watch videos and read tutorials and start with just a plain cube or something because if you dont understand the principles of what your doing you wont ever learn. I dont know if blender is truly easier or harder then sketchup many claim that blender is far too difficult. I would suspect its not its just a matter of what you learn to use first. One day I want to take a peak at sketchup for building things like buildings. I am sure there is a way to make models that are just as nice vertex wise as blender. In the end though whatever you choose to do it has to be learned from the bottom up err figurately of course and I find now that I am getting older the idea to learning is to learn in stages and not try to pump it in all at once. It simply does not stick because I need to understand every single little principle of whatever I am doing before I can move on. When i was 20 I could just pile it all in and use it and learn the principles later on .. does't work like that anymore. IN any event as you get time learn it little by little one day you will turn around and realize that you can do what you wanted.
edited by urbanlamb on 04/11/2012
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04/11/2012 13:29:15

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
EEF - You'll get there -it's frustrating but eventually exporting becomes easy.

Download the amended plug in here - http://www.rodneyandberty.co.uk/downloads/

I have added Ziggy's Mesh automatically when exporting - I pretty much use this exporter exclusively, so nothing has collision within Muvizu - it's just a pain. If I need a character to stand on an object I usually just put in a floating ground plane with no image so it's invisible. If you have no collision in your models then you can stick ground planes through them where you want.

I've have even now created a simple "wall" model which I am using instead of backdrops in Muvizu. Sounds crazy, but it stops the re-sizing of walls destroying the whole set. Also when you have a closed set (such as a room with ceiling) you can import objects outside the room and push them into the room, something you can't do using backdrops - that damn collision again.

It's taken a couple of years, but I now pretty much work in a collision free environment and creating sets is at least twice the speed it was with collision.
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04/11/2012 17:17:12

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
EEFilmz, I feel your pain. Well, not the abdominal ones, but the psychological ones anyway. In an effort to help yourself and everyone else struggling to get to grips with the whole model importing thing, I've uploaded a set (which should appear in the Gallery tomorrow) which should help. It is the set I use to import and test models, and it is positioned in exactly the right place to allow you import the kind of models that Muvizu usually complains are too large to import inside the world.

As for the 'object too small' message, this is exactly what it says - Muvizu doesn't like objects that are too small/flat/thin in any one axis. If you make sure your objects are scaled to at least 1 metre long in any axis in Sketchup, and not too thin, you shouldn't get this message again. You can always scale it back down again in Muvizu later on.

Collision, as others have mentioned, is a right pain. This is why I made the ZMB in the first place so I could just side step the problem altogether, but it's still a pain. UkBerty's plugin is very useful here, and I'd go with that if I were you. I'd also recommend perservering with Sketchup rather than Blender simply because I know Sketchup will do what you need, and has very comprehensive video tutorials (which you can blast though in a day), and is much friendlier than Blender.

http://www.sketchup.com/intl/en/training/videos/new_to_gsu.html

I'm sure Blender is a very good program, but the interface is hideous. And it's way beyond what you really need it to do - just import a couple of models, make them Muvizu compatible, and export them as ASE files. By Muvizu compatible, I mean make them the right kind of scale, reduce the number of textures/errors (I use Cleanup 3, a free plugin that fixes a lot of problems before they can nobble your import), and then 'explode' the model much as possible to remove any groups/elements (which can also nobble your import).

All this is just my experience of using Sketchup in conjunction with Muvizu. I've tried Blender, Gmax, Gile and the like, but Sketchup is what I've had most success with just because I accept it's limitiations as much as Muvizu's. It took me a couple of days to learn Sketchup, but that's just how it works, not how it works best with what I'm trying to do. So I'm still learning, still trying out stuff, still experimenting, and still in awe of someone like Dylly who makes my efforts look like I'm playing with lego by comparison!

Keep the faith EEF
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04/11/2012 17:44:33

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks for the helpful info, and the links UKberty and Ziggy, I got em and I will check out those vids on sketchup and give it a shot again.


ziggy72 wrote:
EEFilmz, I feel your pain. Well, not the abdominal ones, but the psychological ones anyway. In an effort to help yourself and everyone else struggling to get to grips with the whole model importing thing, I've uploaded a set (which should appear in the Gallery tomorrow) which should help. It is the set I use to import and test models, and it is positioned in exactly the right place to allow you import the kind of models that Muvizu usually complains are too large to import inside the world.

As for the 'object too small' message, this is exactly what it says - Muvizu doesn't like objects that are too small/flat/thin in any one axis. If you make sure your objects are scaled to at least 1 metre long in any axis in Sketchup, and not too thin, you shouldn't get this message again. You can always scale it back down again in Muvizu later on.

Collision, as others have mentioned, is a right pain. This is why I made the ZMB in the first place so I could just side step the problem altogether, but it's still a pain. UkBerty's plugin is very useful here, and I'd go with that if I were you. I'd also recommend perservering with Sketchup rather than Blender simply because I know Sketchup will do what you need, and has very comprehensive video tutorials (which you can blast though in a day), and is much friendlier than Blender.

http://www.sketchup.com/intl/en/training/videos/new_to_gsu.html

I'm sure Blender is a very good program, but the interface is hideous. And it's way beyond what you really need it to do - just import a couple of models, make them Muvizu compatible, and export them as ASE files. By Muvizu compatible, I mean make them the right kind of scale, reduce the number of textures/errors (I use Cleanup 3, a free plugin that fixes a lot of problems before they can nobble your import), and then 'explode' the model much as possible to remove any groups/elements (which can also nobble your import).

All this is just my experience of using Sketchup in conjunction with Muvizu. I've tried Blender, Gmax, Gile and the like, but Sketchup is what I've had most success with just because I accept it's limitiations as much as Muvizu's. It took me a couple of days to learn Sketchup, but that's just how it works, not how it works best with what I'm trying to do. So I'm still learning, still trying out stuff, still experimenting, and still in awe of someone like Dylly who makes my efforts look like I'm playing with lego by comparison!

Keep the faith EEF
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30/12/2012 15:28:01

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
The Vikings are Coming! Soon to be rampaging & pillaging across my desktop!

After having my websites hacked in the run up to Christmas, and consequently finding some of my models for sale on various former eastern block websites I'm currently revamping both websites and models and beefing up security. Why someone would want to steal a free model beats me...and hacking a site about a boat on the Norfolk Broads? I put it down to an illicit cartel of Lake District Guest House Owners hell bent on stopping the promotion of other UK holiday destinations.

So after taking a break from renovating my boat I'm starting from scratch on a new range of 3D models. The first of which all have a Scandinavian/Medieval/Fantasy Theme to them.

Here's the first model in the initial stages of texturing.
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30/12/2012 15:40:56

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
That looks like the kind of thing they use on Time Team reconstructions - professionaly done, brilliant stuff. And we've already got sorcery, so if we had swords...
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30/12/2012 20:28:58

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
Dylly wrote:
The Vikings are Coming! Soon to be rampaging & pillaging across my desktop!

After having my websites hacked in the run up to Christmas, and consequently finding some of my models for sale on various former eastern block websites I'm currently revamping both websites and models and beefing up security. Why someone would want to steal a free model beats me...and hacking a site about a boat on the Norfolk Broads? I put it down to an illicit cartel of Lake District Guest House Owners hell bent on stopping the promotion of other UK holiday destinations.

So after taking a break from renovating my boat I'm starting from scratch on a new range of 3D models. The first of which all have a Scandinavian/Medieval/Fantasy Theme to them.

Here's the first model in the initial stages of texturing.



Nice house we need lots of houses and things from posts around here Big Grin

As for the hacking I have this happen periodically along with theft.. its annoying and upsetting and other things. I have lots of models I would like to give out on my website but having learned from experience I gave up lol. People will sell anything to make a buck quite literally :/

In the last year alone I have had my twitter hacked (which ran amuck for a month before i realized because I rarely use it.. ) and my pinterest account hacked. MY website was hacked as well and I had several videos downloaded from youtube with links to free models and uploaded to other accounts selling the models in the videos .. suffice it to say I no longer give away anything on youtube as a result.

Passwords are obsolete with the power that pc's have these days it takes on average 5 hours to hack a 20 character password using special characters. Nothing is safe anymore *hides*


edited by urbanlamb on 30/12/2012
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02/01/2013 16:58:03

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks for the comments guy's...I'm just moving onto refining the texturing and adding one or two details after making sure the model imports into Muvizu. Finally managed to arrive at a method for modelling cloth that I like within Muvizu...soon have this set finished...next mountains and terrain!

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07/01/2013 06:07:15

tripfreakExperimental user
tripfreak
Posts: 142
Looks excellent ! Cool
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02/06/2013 23:21:29

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
A word of warning...Sketchup Make!

Hi Guys, just returned from the boat to discover that Sketchup has been updated again. It is now Sketchup Make...and please avoid it like the plague for one simple reason the new owners of SketchUp are indeed on the make. Essential FREE plugins such as Fredo's set of plugins and scripts no longer work and since installing the blasted thing I have been experiencing quite a few glitches in software ranging from Sony Vegas Home Studio to 3Ds Max, Mudbox right through to Chrome. As a last resort I ended up cleaning my machine and going through the rigmarole of installing all of my software again and reverting back to SketchUp 8 and all of my myriad of plugins.

When you install SketchUp Make, it installs a trial version of Sketchup Pro for 8 hrs and then reverts to a limited toolset of SketchUp Make. However the installer loads large quantities of guff onto your machine that as a 'non-Pro' user you cannot access. For a limited time SketchUp 8 will be available from the download site. SketchUp Pro has also increased in price from $500 to $590. Without the ability to access plug-ins from independent makers I feel SketchUp has had its day and I personally will be spending my time mastering the likes of Maya. If I'm going to have to pay top dollar for software I might as well buy the best. Such a shame when this kind of crud happens!
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03/06/2013 00:05:22

WozToonsExperimental user
WozToons
Posts: 494
Good Posting

Thanks Dylly, you have saved me a lot of grief from the sound of it.
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03/06/2013 00:08:12

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
well.... i hope they improve the product as well cause sketchup has never seemed worth the money to me.

I anticipate some more people learning blender I guess.

Also dont spend money on maya. Blender works just as well and some 3d developers actually prefer it. :/

*raises hand*
edited by urbanlamb on 03/06/2013
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03/06/2013 00:31:28

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Thanks for the warning Dylly, or I would have installed Make and probably had to go through the same thing as yourself. Won't be doing that any time soon - I rely on Sketchup a lot. Free isn't as Free as it used to be...
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06/06/2013 15:28:33

ecintransigente
ecintransigente
Posts: 15
help
How to export a Sketchup to Muvizu object?
The video tutorial on the subject do not understand, some written tutorial please, I'm not very good at this.
thanks
ECI
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02/07/2013 19:28:15

Soniccd98
Soniccd98
Posts: 1
Does anyone know how to import models and other assets from this site on to muvizu?I've been wondering since I just got it today and I want to add backgrounds,characters and models from here.I'm also pretty much a beginner.
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18/07/2013 20:57:37

PatrickDFTBA
PatrickDFTBA
Posts: 28
Yes it worked, had to figure it out but very easy once yu got it. Thank you dreeko.. This model is op for review and I got it from the sketchup warehouse..I wonder...if it will pass... On this model you change even more colors than on the other one.


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18/07/2013 21:56:40

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
PatrickDFTBA wrote:
Yes it worked, had to figure it out but very easy once yu got it. Thank you dreeko.. This model is op for review and I got it from the sketchup warehouse..I wonder...if it will pass... On this model you change even more colors than on the other one.





Only put models that you created yourself into the gallery by the way. Not someone elses unless its marked public domain or something or they gave you permission to distribute it freely. The fact that it says pioneer on it means its probably not a good thing to put in there
edited by urbanlamb on 18/07/2013
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18/07/2013 21:59:07

PatrickDFTBA
PatrickDFTBA
Posts: 28
I figured :P

But if hey put it in that google library doesn't that mean you can use it automaticly?

And really only stuff you make yourself

And yes I should have removed that logo :P Its in a picture file... so it can be edited out.
edited by PatrickDFTBA on 18/07/2013
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18/07/2013 22:03:55

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
They put it up there to use in your work but the terms are usually you can use it in your work but not give away the actual model. So you can add it for a video or concept work yes, but you can't give the models to others. Just read the tos of the site. Also specific users also put their own limits on their stuff in google warehouse. So you need to read info on the objects you download. This is also something in the tos of the gallery here to. In general most people have no issue with their stuff being used "as intended" they do get their knickers in a twist if someone starts to put them up on other commercial sites though


this is muvizu's user content TOS


User contentThe Site gives you the option to send us content to be posted on the Site by us (“User Content”).
By sending us User Content, you will be deemed
to:-


Grant to us an irrevocable, worldwide, royalty free licence to use and publish that User Content for any purpose associated with publicising the Site;

and

Warrant to us that you are the owner of the copyright and other intellectual property rights in the User Content, that the User Content is your original work and that the User Content does not infringe the rights (including intellectual property rights) of any third party.



So basically if you didnt make it yourself or can't prove that its in the public domain as in totally free of any copyrights you can't post it up there.


edited by urbanlamb on 18/07/2013
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21/09/2013 01:07:35

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
OK I have to admit that the long summer layoff meant that I forgot most of my modelling skills, so in an attempt to get back on the horse here's a new prop I'm working on ready for upload on Monday...now that I'm back on the horse has anyone got any tips on how I can get the horse out of my living room?

edited by Dylly on 21/09/2013
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10/10/2013 03:12:32

primaveranz
primaveranz
Posts: 520
Dylly wrote:
A word of warning...Sketchup Make!

Hi Guys, just returned from the boat to discover that Sketchup has been updated again.


They also changed the legal bumf to say you can't use stuff created using "Make" in any commerical way whatsoever. I queried Trimble about the use of props in movies (not sure how they would police it anyway) and this is the reply:-

"The new 'non-commercial' terms in Sketchup Make are intended to prevent use of that product for commercial work of any kind. Users of Sketchup v.8 are not subject to that term, so obviously you'd be free to continue to use that product for any use, commercial or otherwise."

"Unfortunately, we can't provide much guidance for folks without undermining the legal terms in our EULA. What I usually tell people is that our EULA wasn't designed to prevent people from using the product in normal, rational, everyday ways."

So basically don't upgrade from SketchUp 8 if you want to be legal
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10/10/2013 23:34:26

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
OK Guess which bit of the latest release of Muvizu captured my imagination? Go on...guess!

Well it's just a very simple box but...I like it...and the new release of Muvizu with added lumps!

Just got the door to add ... Biblical Epic anyone?
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11/10/2013 00:06:18

primaveranz
primaveranz
Posts: 520
That is nice work, Dylly, really captures the Muvizu "look and feel". The 4-pane window is perhaps a bit modern-looking for Roman times though.
edited by primaveranz on 11/10/2013
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11/10/2013 02:24:55

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Put a cowboy in front of it, and you've got a winner Nice model Dylly!
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13/10/2013 00:18:33

Clam
Clam
Posts: 51
Hello!

I have followed the Sketchup to Muvizu tutorial--the one on the Wiki--which is great, very clear. Problem is, I have done everything exactly as the tutorial says, including coloring three faces of the tutorial's cube with red, green, etc. The object imports and works fine, but the colors are gone--replaced with the toto.bmp. My trouble is this: When I go to edit the object in Muvizu, I can change the color, but only one color for the whole object--the multiple faces are obviously not being recognized by Muvizu. Sorry if this is answered elsewhere but I searched and watched, read and watched, watched and read and searched and cried to no avail.

I'm using Muvizu:Play+ and I love it.

Thanks!

Tom
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13/10/2013 01:19:03

fazz68
fazz68
(Account inactive)
Posts: 763
if you are using the colours in sketchup they wont save on your exported model. you need to add textures.
first

click the little box with the plus sign

which brings up this.
click that lttle folder and chose a texture from your computer. (could be anything you want as long as its a image file) if you have a file of the colour you want to use then thats the one you want to use.

ive used this image because it was the first one i found. now click ok

now depending on how big your original texture is, when you add it to where you want the texture you might see this.

so you need to resize the texture. with your little paintpot cursor Right click to bring up the menu, go down to texture which opens a sub menu and you want position. click on that. you will see 4 little boxes,click and hold on one of the little colured pins and they adjust the texture on your model when you move the cursor. green will expand the texture,red will move the texture about,yellow will change the angle of the texture and blue will stretch the texture up and down and left and right. get you texture to how you want it to look and then Right click... done. you now have a texture to that part of the model.
now im very lazy when it comes to adding textures to models and unless its a specific texture i want i usually stick with the textures already in sketchup

and repeat the in instructions above

make your texture fit etc

like so. now when you export your model you have to have the same textures you used on the model in the same folder as the model or you will get an error message. to grab textures off of a model Right click on the texture you want to grab, go to texture, go to edit texture image... click, copy and paste the image into your model folder.
edited by fazz68 on 13/10/2013
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13/10/2013 01:43:55

Clam
Clam
Posts: 51
Awesome faze68! Thanks very much. Er...interesting image. (shudder).

Tom
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13/10/2013 01:47:52

fazz68
fazz68
(Account inactive)
Posts: 763
Clam wrote:
Awesome faze68! Thanks very much. Er...interesting image. (shudder).

Tom


yeah i could probably have picked a better image to use lol but i like my davina zombie pic lol. anyway i hope it helps you out and feel free to ask if there are any problems
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13/10/2013 02:16:30

Clam
Clam
Posts: 51
fazz68 wrote:
Clam wrote:
Awesome faze68! Thanks very much. Er...interesting image. (shudder).

Tom


yeah i could probably have picked a better image to use lol but i like my davina zombie pic lol. anyway i hope it helps you out and feel free to ask if there are any problems


Just got finished trying it. Works great! Thank you for taking the time; super easy to follow your instructions. And now I will proceed with the next step in my planned domination of the world of animation: a snack of chocolate covered macadamia nuts.
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13/10/2013 12:13:51

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Fazz, you should put that on the Wiki!
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13/10/2013 12:42:13

fazz68
fazz68
(Account inactive)
Posts: 763
there are other ways to add a colour texture. you can use the colour wheel to create a texture

it works the same as the previous instructions but you need to make it a unique texture, which can be found in the right click menu. it will make that texture to the shape and size of the face you have applied it to. again you will have to have a copy of that texture in your model folder. this wont work on curved surfaces for some reason though.

and you can use the eyedropper on a texture to get the texture you have re sized to use again in that model.
i should have put this last night but my brain wasnt functioning at its best Big Grin
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13/10/2013 12:44:34

fazz68
fazz68
(Account inactive)
Posts: 763
MrDrWho13 wrote:
Fazz, you should put that on the Wiki!

im not sure how you make a wiki page mate. i still have to make one for the shadow removal technique on sketchup models.
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13/10/2013 12:57:08

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
fazz68 wrote:
MrDrWho13 wrote:
Fazz, you should put that on the Wiki!

im not sure how you make a wiki page mate. i still have to make one for the shadow removal technique on sketchup models.

If you give me the link to the post about the shadow thing, I'll try to make pages for both of them.
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13/10/2013 13:10:13

fazz68
fazz68
(Account inactive)
Posts: 763
MrDrWho13 wrote:
fazz68 wrote:
MrDrWho13 wrote:
Fazz, you should put that on the Wiki!

im not sure how you make a wiki page mate. i still have to make one for the shadow removal technique on sketchup models.

If you give me the link to the post about the shadow thing, I'll try to make pages for both of them.

thanks mate
http://www.muvizu.com/Forum/topic2963-sketch-up-model-making-tip.aspx
ziggys tip for curved surfaces is in there too which is a better solution than my curved surface tip. but to save confusion i'll delete my curved surface post.
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13/10/2013 13:25:31

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
http://www.muvizu.com/Wiki/wiki/99/textures-missing-from-sketchup-file-when-importing-into-muvizu
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13/10/2013 13:33:28

fazz68
fazz68
(Account inactive)
Posts: 763
cheers mate Toast
would you be able to add the post above as well about the colour wheel and eyedropper
edited by fazz68 on 13/10/2013
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13/10/2013 13:40:55

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
http://www.muvizu.com/Wiki/wiki/100/strange-shadows-on-imported-models
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13/10/2013 13:48:42

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
fazz68 wrote:
cheers mate Toast
would you be able to add the post above as well about the colour wheel and eyedropper
edited by fazz68 on 13/10/2013

Yep, adding now!
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13/10/2013 15:11:32

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Thanks for doing that MDW13 - I will get round to putting some stuff up there myself, honest
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07/11/2013 18:20:26

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
A man's gotta do what a man's gotta do....and I gotta recharge my batteries, relax and...go play at boats! So while I'm away here's an update of where I'm up to on the latest set.

I've started on the furniture...tables, stools, chairs &... bookcases! Still some way to go on this model, I texture each piece as I create it to avoid boredom. When I get back it's time for armchairs and then move onto the kitchen and exterior scenes.

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07/11/2013 18:54:18

primaveranz
primaveranz
Posts: 520
These are brilliant Dylly. Now if only a character could pick up a book from the shelf, browse it, and put it back etc
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07/11/2013 20:15:22

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dylly, I think you're actually an undercover agent for IKEA trying to subtly implant new and groovy furniture designs in our minds...
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07/11/2013 20:22:56

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Ah yes...the new toonfunkenbookcasen...meatballs anyone?
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07/11/2013 20:30:54

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Dylly wrote:
Ah yes...the new toonfunkenbookcasen...meatballs anyone?

LOL!
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27/11/2013 16:51:16

Tubal
Tubal
Posts: 14
Greetings,
I'm new to Muvizu and sketchup and have just spent the last day trying to set up Sketchup (v8) to Muvizu importing, mostly spent exploring outdated and missing links and defective websites. I finally came across the Muvizu Wiki, updated 20 days ago I figured it would be the most up to date info, however when I try the link for 'sketchup ASE exporter' I get a 'sorry, an unexpected error has occured' message. Is it all broken or have I picked a bad time?
hope you can help,
Tubal
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27/11/2013 17:20:02

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
did you click the long url i updated it and gave instructions right click and select save link as. ( Right click link and and select save link As http://www.muvizu.com/download/muvizuaseexporter.rb ) i typed that in a week ago as text links on the muvizu site don't work I guess I should just delete the click here (deleted)

also the other link leads you to a website that is distributing the previous version of sketchup because it was purchased by trimble and the T.O.S. are pretty much making it unusable for creation of assets for muvizu among other things
edited by urbanlamb on 28/11/2013
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27/11/2013 17:42:52

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
I use this one :-

http://www.rodneyandberty.com/downloads

This will reduce the collision on the import and make the whole thing more usable.
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28/11/2013 11:26:13

Tubal
Tubal
Posts: 14
Thanks chaps, working now. I think I was thrown after a long day by the ‘unexpected error…’ message -- which seems to have gone now.

Anyway, just to get it straight in my head I’ve written down the instructions as I understand them in a list… I like lists.

1. Download Google Sketchup here!
2. Right click the following link and select ‘Save link as’ http://www.muvizu.com/download/muvizuaseexporter.rb
3. Move the file downloaded (muvizuaseexporter.rb) to the GoogleSketchUp ‘Plugins’ folder.
4. Make a new folder on your hard drive called ‘UT3’
5. Open Microsoft Paint and create a new file.
6. Resize the initial white box to 256x256 pixels.
7. Use the Fill Tool to colour it pink.
8. Save this file as a 256 color bitmap called 'Toto.bmp' in the newly created folder UT3.
9. Start Google Sketchup and make an object
10. Select the object by Drawing a box round the object with the pointer
11. Click ‘Make Component’ tool, or on the Edit menu ‘Make Component’
12. The ‘Create(sic) Component’ box pops up,
13. Fill in box and click ‘create’
14. Click the ‘plugins’ menu
15. Click ‘Muvizu ASE Exporter’ then ‘Export ASE Format’
16. Click OK
17. Save in UT3 folder
18. In Movizu click Create/Import
19. Select ASE file to import.
I’ve left some stuff out but this is what worked for me.
Thanks to all the people doing the Wiki, It’s the best way to keep the information easily findable and up to date.
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28/11/2013 12:24:55

Tubal
Tubal
Posts: 14
....and having imported a few items I realise the fun has only just begun.
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10/12/2013 13:51:12

northernkin
northernkin
Posts: 3
I sussed out the ambient occlusion by dropping the AO map generated by Max onto the Diffuse map generated by Max and applying that map to the model.
Can you show how you did that?
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10/12/2013 14:13:17

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
There are two methods I use to add ambient occlusion. Both involve generating an ao map in 3ds Max. After I have rendered out my diffuse map I add a white material to the model and go to the render to texture roll out. Selecting 'complete map' I render out this map.

Now if my model is going to be imported into Muvizu as an .ase model then I leave the ao map as it is and select 'has ambient occlusion' in the import dialogue in Muvizu. If I am going to import the model as an .fbx or the model needs a fairly complex paint job on the diffuse map I import the ao map onto the diffuse map as a separate layer in my graphics program (I have Gimp & Photoshop but prefer Gimp) and change ao layer type to Multiply. I then export out my diffuse map with the ambient occlusion applied to it and import the model into Muvizu.

Hope this helps.
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16/12/2013 22:45:07

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
This parrot is dead! Getting to grips with low poly barrels for someone this week. Well to be more exact a high poly barrel and a low poly version. For such a simple model it has taken some fiddling with uv unwrapping to get the desired level of detail, not to mention messing with the textures to get the UV's right and lets face it I'm in need of the odd mince pie and whiskey after the ordeal of the ambient occlusion mapping!Still its all part of that great learning curve that is Muvizu! Just got to twiddle with the low poly model and bake the normal map now to finish it all off...this side of Christmas I hope!

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16/12/2013 23:03:41

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dylly, those barrels already look great
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21/04/2014 13:46:11

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Been a bit busy of late, but here's a quick heads up on some ongoing work for a client. I've been asked to make some sets and props that will be used to illustrate a children's story book. First set is a bedroom set. The remit is to give the props a 'toon' feel without over much distortion yet with an illustrated feel to them. Here's the work so far, just the bed frame finished, got to work on the mattress and duvet set now...without too many poly's. I have to admit I've enjoyed hand painting the textures for this project and getting the Wacom out of the cupboard.
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21/04/2014 14:46:48

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Dylly
Looks excellent - would be perfect in muvizu!
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21/04/2014 18:20:02

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Beautiful, just perfect to match what you described - I'm sure the client will be well chuffed
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22/04/2014 06:52:15

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Thanks guys. The modelling is finished now, as well as the basic textures. got it imported into Muvizu just need to work on the normals and specular mapping to cut down on the shine a bit.

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07/07/2014 16:09:33

LugofilmLtd
LugofilmLtd
Posts: 74
Hey, quick question: I wanted to try importing stuff and I just downloaded the latest version of Sketchup, but the tutorial doesn't seem to work for me because there is no plugins folder. There are folders for importers and exporters that have dll files in them, so I tried putting the muvizu ase exporter in the exporters folder. When I open Sketchup, though, there is no plugins menu and the ase format doesn't show up as an option when I click on export. HELP!


EDIT: Nevermind. I found the other thread where you already answered this. I'll download the older version and try again.
edited by LugofilmLtd on 07/07/2014
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04/01/2015 17:14:17

blickfang
blickfang
Posts: 106
Tubal
3. Move the file downloaded (muvizuaseexporter.rb) to the GoogleSketchUp ‘Plugins’ folder.
. [/quote
wrote:


I can't find this folder.
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04/01/2015 20:57:44

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
blickfang wrote:
Tubal wrote:

3. Move the file downloaded (muvizuaseexporter.rb) to the GoogleSketchUp ‘Plugins’ folder.
.


I can't find this folder.

Are you using Sketchup 8? Newer versions don't seem to be the same.
edited by MrDrWho13 on 04/01/2015
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04/01/2015 22:47:38

blickfang
blickfang
Posts: 106
nope. sketchup 2015. I am trying to find 8. but it looks futile
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04/01/2015 23:03:38

primaveranz
primaveranz
Posts: 520
You can download the pro version of 8 here http://help.sketchup.com/en/article/60107 and use it for a limited evaluation period.
edited by primaveranz on 04/01/2015
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04/01/2015 23:06:03

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
I might have the normal sketchup 8 installer in my downloads if you want me to upload that to dropbox or something.
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05/01/2015 01:01:06

blickfang
blickfang
Posts: 106
Hi

Thanks for posting. The Eval. is......4 hours??? LOL

DrWho13, if you wouldn't mind taking a look.


Thanks!
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05/01/2015 11:31:13

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Hi,


This should be what you're looking for: https://drive.google.com/file/d/0B-_4UVPr59ACNjBQSTNYRjNwQkE/view?usp=sharing
I'd advise creating a windows restore point before installing, just in case.

Hope this helps,
MDW13
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05/01/2015 12:58:51

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
This is an alternative download - the last updated version of Sketchup 8. It's the one I use anyway.

https://onedrive.live.com/redir?resid=49D7234E5E7C54B9%21107
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06/01/2015 15:20:16

blickfang
blickfang
Posts: 106
Hi All

I have downloaded Sketch up 8 from Ziggy72's link and successfully export and ase file from Sketchup. Tonight when I get home from work, I will see if Muvizu likes it.
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07/01/2015 00:49:19

blickfang
blickfang
Posts: 106
I brought my object into Muvizu and I can see it!! Hooray!! the project will continue!!



Thank you all for your help!!!!!!!!!!
edited by blickfang on 07/01/2015
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22/01/2015 01:09:29

ecintransigente
ecintransigente
Posts: 15
I can help.
as export a house Sketchup to Muvizu.
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05/02/2015 03:59:38

BigWhirl2012
BigWhirl2012
Posts: 32
I'm running into a couple of problems. The first is that the "Make Components" function is grayed out in Sketchup 8. I can click on an object and Sketchup will highlight it with the blue box around it but when I go to the EDI menu at the top of the screen "Make Component" is grayed out.

I'm also getting the toto error. I'm not sure if it's related to the first issue or not because it's telling me the file isn't found.
edited by BigWhirl2012 on 05/02/2015
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05/02/2015 04:25:19

fazz68
fazz68
(Account inactive)
Posts: 763
if it has a blue box around it, its already a component or a group. right click on the model to bring up the menu and it should say either edit group or edit component. theres also a bit thats says explode. if its a group then highlight the whole model and click explode to break up the group. keep doing it till it wont explode anymore. it might take quite a few times depending on how many components make up the group. when it wont explode anymore highlight the entire model and you can make the whole model into one single component.

the toto error will be because you are trying to import into muvizu without the toto file, which must be in the same folder as your .ase model file.
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06/01/2016 01:03:37

braj
braj
Posts: 286
I can't get this to work. I am using Sketchup 8.0.16x The muvizuaseexporter.rb plugin is installed correctly and I can export, but when trying to import I get a message 'file not found' am I missing something from the setup?
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06/01/2016 06:04:32

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016
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06/01/2016 07:41:57

braj
braj
Posts: 286
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter? It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu. Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.
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06/01/2016 10:06:59

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Texture is sadly where SketchUp is lacking. Unfortunately I deleted my collection of SketchUp plugins but have a look around for one entitled something like 'texture export'. This little exporter not only exports your model as .ase but also exports all of the textures you have placed on it into the same folder.

At the end of the day you will find you have to move on to software that will allow you to UVW unwrap your model and then you can create models with integral textures which make use of quite a number of different kinds of mapping such as Ambient Occlusion to get those lovely shadows on your models textures. Free software route you would use Blender. As I find Blender particularly over complex I would recommend modelling in SketchUp and then learn to UVW unwrap and texture in Blender as a starting point, before transferring to making all of your models and props in Blender.

My personal preference for modelling software is 3Ds Max but this is expensive. Together with Maya these seem to be the 'industry standard' applications. There are free educational licenses available for both 3Ds Max and Maya.

When I started this thread and my first attempts at making models for use in Muvizu I didn't realise just what a rabbit hole Muvizu had lead me down and how enjoyable, time consuming, rewarding, frustrating and never ending the ancillary skills to animating with Muvizu could be.

Just for reference my current suite of programmes for modelling and the modelling process I use is as follows:
Old fashioned notebook with squared paper for jotting down thoughts and rough designs in pencil.
3Ds Max for modelling and UVW Unwrapping in conjunction with the original plans in a notebook to record measurements.
Depending on the model I will either make a high and low poly version for Normal Mapping Extra modelled detail or move straight onto rendering and texturing if it is a simple low poly prop.
3Ds Max for rendering out AO Maps, Cavity Maps, Wear Maps etc as a starting point for texturing.
Gimp with the Gimp Painter Plug In to paint textures. (I do have Photoshop but learned quite quickly that algorithms for certain functions are better quality in Gimp).
3Ds Max to apply textures.

Some things I wish I had known about when I first started:
Learn to model in quads, four sided shapes, with the occasional use of a triangle if there is no other way to build the model.
Keep an eye on the number of polygons you use and keep it as low as you can remembering that when you convert to mesh to import into Muvizu that count will double.
Avoid N-gons or multi sided shapes.
Always remember 'KISS' or Keep It Simple Stupid.
Plan your collision from the concept stage.
Make your sets all in one process. Model First and note dimensions setting etc. UVW Unwrap everything in the next stage, and then texture all in one stage. This stops you making small changes to your processes as you go along and keeps your sets uniform in shape and colour.
Try to avoid the 'discovery of a new plug in' midpoint through building a set.
Build a catalogue of textures you use regularly and keep it safe.
Model and build exactly what you need for a shot. It's pointless building an entire city if all you need is a shot of two walls of a living room in one house.
Try to remember that prop building is just a single part of making your animation and work from a script, and use a storyboard to plan your shots and act as the base for your model.
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06/01/2016 11:47:07

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Hold on a minute there Dylly - before you write off Sketchup's weak texturing, there is a plugin that does the job called Sketch UV, link to it is here : http://www.muvizu.com/Forum/topic5383-sketchuv.aspx?p=f#post28359

It works with Sketchup 8. All your other advice is sound though
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06/01/2016 12:01:49

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
braj wrote:
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter? It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu. Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.


The colour of the toto.bmp isn't important, no, so it can be whatever colour you like. As for getting the textures off imported objects, the easiest way is to use the Raylectron Texture exporter, a little plugin that I find invaluable.

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

You load up your object in Sketchup, then under Tools use the exporter - it will export all textures from your object and put them into whatever folder you want. You can then reassign them in Muvizu, one by one.
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06/01/2016 17:42:32

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ziggy72 wrote:
As for getting the textures off imported objects, the easiest way is to use the Raylectron Texture exporter, a little plugin that I find invaluable.

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

You load up your object in Sketchup, then under Tools use the exporter - it will export all textures from your object and put them into whatever folder you want. You can then reassign them in Muvizu, one by one.

AWESOME! Thanks for this info, Ziggy! It'll be very useful!
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06/01/2016 23:42:36

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
braj wrote:
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter?


I think the reasoning behind making it that awful pink color is so you know that color needs to be changed ASAP before you puke. ;-) It is also a highly visible color.

It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

I've noticed the ASE exporter gets really slow depending on the complexity of the model. I usually scale down and simplify models in another program before I try to export them to ASE. When using models from 3D warehouse, (a fairly uncontrolled collection of models, many of which are just terrible) you have no idea how complex or large it might be.

as a side note (too late to keep it simple!) I was trying to convert a fairly complex model to ASE the other night.. an hour into it, it still wasn't converted. So I switched to Blender and exported it to FBX in about 1/3 of a second. That's one compelling reason to look at Blender before you start a learning curve elsewhere.

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu.


Once you create the 256x256 pink bitmap named C:\UT3\toto.bmp that error should go away

Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.


One nice thing about SketchUV is that you can see exactly what you've got before you export it to ASE. Watch the videos in that other thread, then keep asking questions and we'll get this sorted out pretty quickly
edited by PatMarrNC on 06/01/2016
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11/11/2016 15:29:05

ecintransigente
ecintransigente
Posts: 15
= ziggy72 wrote:
= braj wrote:
= ukBerty wrote:
= braj wrote:
me sale un mensaje "archivo no encontrado" me estoy perdiendo algo de la configuración? Debido a la extensión .ase no aparece en mi SketchUp.
Me puedes ayudar.?
Saludos

Suena como toto.bmp para mí.

Crear un archivo BMP de 256x256 píxeles y el nombre c: \ UT3 \ toto.bmp y esto puede solucionarlo.
editado por ukBerty en 06/01/2016

Ah, gracias, que fija que, en su mayor parte. ¿Qué hace ese archivo, y de qué color debe ser? ¿Importa? Funciona cuando se crea objetos simples, pero cualquier modelo de la Galería 3D todavía me dan pena. Pero sin duda es progreso!

Una cosa que no sé hacer es conseguir texturas asignadas a los objetos, tratando de aplicarlos en los resultados de Sketchup en un error de archivo que falta al importar en Muvizu. Aplicar cualquier cosa en los resultados de Muvizu en un pequeño patrón de repetición.

Me gustaría algunos consejos sobre el uso de este, aunque al menos ahora puedo crear unos paisajes más diversos y esas cosas, realmente aprecio eso.

El color de la totalidad. bmp no es importante, no, lo que puede ser cualquier color que te gusta. En cuanto a conseguir las texturas en los objetos importados, la forma más fácil es usar el exportador Raylectron textura, un pequeño plugin que me parece muy valiosa.

Http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures- exportador-plugin

cargar su objeto en Sketchup, a continuación, en Herramientas usan el exportador - exportará todas las texturas de su objeto y ponerlas en cualquier carpeta que desee. A continuación, puede reasignarlos en Muvizu, uno por uno.
permalink
11/11/2016 15:32:54

ecintransigente
ecintransigente
Posts: 15
= ziggy72 wrote:
= braj wrote:
= ukBerty wrote:
= braj wrote:
me sale un mensaje "archivo no encontrado" me estoy perdiendo algo de la configuración? Debido a la extensión .ase no aparece en mi SketchUp.
Me puedes ayudar.?
Saludos

Suena como toto.bmp para mí.

Crear un archivo BMP de 256x256 píxeles y el nombre c: \ UT3 \ toto.bmp y esto puede solucionarlo.
editado por ukBerty en 06/01/2016

Ah, gracias, que fija que, en su mayor parte. ¿Qué hace ese archivo, y de qué color debe ser? ¿Importa? Funciona cuando se crea objetos simples, pero cualquier modelo de la Galería 3D todavía me dan pena. Pero sin duda es progreso!

Una cosa que no sé hacer es conseguir texturas asignadas a los objetos, tratando de aplicarlos en los resultados de Sketchup en un error de archivo que falta al importar en Muvizu. Aplicar cualquier cosa en los resultados de Muvizu en un pequeño patrón de repetición.

Me gustaría algunos consejos sobre el uso de este, aunque al menos ahora puedo crear unos paisajes más diversos y esas cosas, realmente aprecio eso.

El color de la totalidad. bmp no es importante, no, lo que puede ser cualquier color que te gusta. En cuanto a conseguir las texturas en los objetos importados, la forma más fácil es usar el exportador Raylectron textura, un pequeño plugin que me parece muy valiosa.

Http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures- exportador-plugin

cargar su objeto en Sketchup, a continuación, en Herramientas usan el exportador - exportará todas las texturas de su objeto y ponerlas en cualquier carpeta que desee. A continuación, puede reasignarlos en Muvizu, uno por uno.
permalink
11/11/2016 15:33:19

ecintransigente
ecintransigente
Posts: 15
Because the .asec extension does not appear in my sketchup.
Can you help me.?
regards
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11/11/2016 15:34:01

ecintransigente
ecintransigente
Posts: 15
Because the .asec extension does not appear in my sketchup.
Can you help me.?
regardsziggy72 wrote:
braj wrote:
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter? It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu. Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.


The colour of the toto.bmp isn't important, no, so it can be whatever colour you like. As for getting the textures off imported objects, the easiest way is to use the Raylectron Texture exporter, a little plugin that I find invaluable.

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

You load up your object in Sketchup, then under Tools use the exporter - it will export all textures from your object and put them into whatever folder you want. You can then reassign them in Muvizu, one by one.
permalink
11/11/2016 16:29:03

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Hi, you need to download a plugin for .ase models from Sketchup. Here's the Ziggymesh exporter for Sketchup 8: http://www.rodneyandberty.com/downloads This one removes collision which is very helpful.
You can download Sketchup 8 from here: https://drive.google.com/open?id=0B-_4UVPr59ACNjBQSTNYRjNwQkE

Here's a guide for newer versions of Sketchup, although the exporter in that guide doesn't remove collision: http://muvizu.com/Wiki/wiki/57
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11/11/2016 16:58:59

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Also, there is no ASE export option in Sketchup even after you put in the Ziggymesh plugin - to export an object as ASE, you open the menus like this:

Plugins > HardPCMs Exporter for Unreal Tournament > Export > ASE format
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11/11/2016 17:46:09

ecintransigente
ecintransigente
Posts: 15
The window that opens to save the file where it is given a name does not appear any expesion.
Make fool what you indicate.
regardsecintransigente wrote:
Because the .asec extension does not appear in my sketchup.
Can you help me.?
regardsziggy72 wrote:
braj wrote:
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter? It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu. Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.


The colour of the toto.bmp isn't important, no, so it can be whatever colour you like. As for getting the textures off imported objects, the easiest way is to use the Raylectron Texture exporter, a little plugin that I find invaluable.

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

You load up your object in Sketchup, then under Tools use the exporter - it will export all textures from your object and put them into whatever folder you want. You can then reassign them in Muvizu, one by one.
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11/11/2016 17:46:25

ecintransigente
ecintransigente
Posts: 15
The window that opens to save the file where it is given a name does not appear any expesion.
Make fool what you indicate.
regardsecintransigente wrote:
Because the .asec extension does not appear in my sketchup.
Can you help me.?
regardsziggy72 wrote:
braj wrote:
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter? It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu. Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.


The colour of the toto.bmp isn't important, no, so it can be whatever colour you like. As for getting the textures off imported objects, the easiest way is to use the Raylectron Texture exporter, a little plugin that I find invaluable.

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

You load up your object in Sketchup, then under Tools use the exporter - it will export all textures from your object and put them into whatever folder you want. You can then reassign them in Muvizu, one by one.
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11/11/2016 17:51:53

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ecintransigente wrote:
The window that opens to save the file where it is given a name does not appear any expesion.
Make fool what you indicate.
regards

You don't need to quote other messages, it just makes your message less clear. (Also you only need to post the message once)
When you have installed Sketchup 8 and then followed the instructions on this site to install the plugin: http://www.rodneyandberty.com/downloads You need to go to "Plugins" in the top menu, then "HardPCMs Exporter for Unreal Tournament" then Export then ASE format then just press ok. This will make a files window pop up where you name the file and put .ase at the end.
To import into Muvizu, open Muvizu then go to "Create"-->"Import" and select the file you just exported from Sketchup.
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11/11/2016 19:20:58

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Sorry, no, now I'm confusing things

The Ziggymesh plugin lives in Tools, not plugins. My original ZMB (Match Box) is what I still use, and that has the HardPCM path instead. I know it's odd that I don't use the plugin named after me, but I have boring technical reasons for still using the ZMB.
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11/11/2016 19:36:44

tonyob67
tonyob67
Posts: 211
Ecintransigente... Espero que esto te ayude amigo... Saludos

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11/11/2016 22:40:42

ecintransigente
ecintransigente
Posts: 15
Could you explain how to use scriptspot?
Thank youecintransigente wrote:
The window that opens to save the file where it is given a name does not appear any expesion.
Make fool what you indicate.
regardsecintransigente wrote:
Because the .asec extension does not appear in my sketchup.
Can you help me.?
regardsziggy72 wrote:
braj wrote:
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter? It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu. Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.


The colour of the toto.bmp isn't important, no, so it can be whatever colour you like. As for getting the textures off imported objects, the easiest way is to use the Raylectron Texture exporter, a little plugin that I find invaluable.

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

You load up your object in Sketchup, then under Tools use the exporter - it will export all textures from your object and put them into whatever folder you want. You can then reassign them in Muvizu, one by one.
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11/11/2016 22:41:42

ecintransigente
ecintransigente
Posts: 15
Could you explain how to use scriptspot?
Thank youziggy72 wrote:
braj wrote:
ukBerty wrote:
braj wrote:
I get a message 'file not found' am I missing something from the setup?


Sounds like toto.bmp to me.

Create a 256x256 pixel bmp file and name it c:\ut3\toto.bmp and this may fix it.
edited by ukBerty on 06/01/2016


Ah, thanks, that fixed it, for the most part. What does that file do, and what color should it be? Does it matter? It works when I create simple objects, but any models from the 3d warehouse still give me grief. But it definitely is progress!

One thing I don't know how to do is get textures mapped to the objects, trying to apply them in Sketchup results in a missing file error when importing in Muvizu. Applying anything in Muvizu results in a tiny repeating pattern.

I would really love some tips on using this, though at least I can now create some more diverse landscapes and stuff, I really appreciate that.


The colour of the toto.bmp isn't important, no, so it can be whatever colour you like. As for getting the textures off imported objects, the easiest way is to use the Raylectron Texture exporter, a little plugin that I find invaluable.

http://www.scriptspot.com/sketchup/plugins/free-raylectron-sketchup-textures-exporter-plugin

You load up your object in Sketchup, then under Tools use the exporter - it will export all textures from your object and put them into whatever folder you want. You can then reassign them in Muvizu, one by one.
permalink
12/11/2016 06:50:19

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ecintransigente wrote:
Could you explain how to use scriptspot?

Please stop quoting so many messages at once. I feel like I'm trying to decrypt the enigma code when working out who you're replying to.
You don't need that script-spot link for basic importing from Sketchup.
I realised we've said quite a few different menus which aren't correct. The Ziggymesh exported I linked earlier appears under this menu in sketchup:


If you're running into any issues then please describe them and we'll be able to show you how to fix them.
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18/12/2016 23:01:40

3dfiddler
3dfiddler
Posts: 9
Just saw this on 3dwarehouse

"Please Note: On January 1, 2017, SketchUp Version 8, and SketchUp Version 2013 file formats will no longer be available for download from 3D Warehouse."


Seems like that might affect our workflow. Any ideas?
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18/12/2016 23:09:13

3dfiddler
3dfiddler
Posts: 9
Maybe this link is helpful https://gist.github.com/ialhashim/9522211

Can anyone figure out the quick way to use a script like this and start offloading stuff in the format we need?
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19/12/2016 00:27:21

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
maybe it's time to start using a newer version of sketchup, now that the syntax error that was keeping the ASE exporter from working in new versions has been identified and the fix has been defined.

Edit required to fix the ASE exporter found at the end of this message is described near the end of the following thread:

https://www.muvizu.com/forum/topic5438-importing-assets.aspx?p=f#post31558




link to the ASE exporter that will work with sketchup 2016 if you make the edit described above:

http://www.muvizu.com/download/muvizuaseexporter.rb
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19/12/2016 00:56:47

3dfiddler
3dfiddler
Posts: 9
Oh cool, I hadn't seen that update. Good to know
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26/01/2017 16:44:23

Anticip
Anticip
Posts: 37
Hi ! New year, new problems with SketchUp

I have had sketch Up 8 with Ziggymesh ASE exporter running perfectly fine in December, didn't used it since then but now that I'm back on it the exporter simply doesn't work. Like it is still recognized, still asks where I want to save my ASE file etc but when I click export, nothing happens, no ASE file anywhere to be found. Anyone had the same problem and fixed it ?

thanks !
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26/01/2017 18:02:00

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
if you are exporting models you got from the sketchup warehouse, try saving the model first, then export.

If that doesn't work, make sure the model is completely selected before you export as ASE

If neither of those things works, I'm out of ideas.
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26/01/2017 19:13:30

primaveranz
primaveranz
Posts: 520
Anticip wrote:
Hi ! New year, new problems with SketchUp

I have had sketch Up 8 with Ziggymesh ASE exporter running perfectly fine in December, didn't used it since then but now that I'm back on it the exporter simply doesn't work. Like it is still recognized, still asks where I want to save my ASE file etc but when I click export, nothing happens, no ASE file anywhere to be found. Anyone had the same problem and fixed it ?

thanks !


Try with a simple Sketchup cube. If that works, then the model is the problem not the exporter. Check it isn't too big and complex e.g. with hidden geometry.
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03/05/2017 19:09:12

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Hey guys,
I know the old ZiggyMesh exporter doesn't work with Sketchup 2017, so I modified the existing Muvizu .ase Sketchup exporter to export with this "matchbox" collision.
Here's the link to the new version: https://drive.google.com/open?id=0B-_4UVPr59ACQldMOW1qMEdsZ2c (Compatible with Sketchup 2014+, just go to Window -> Extension Manager -> Install Extension and choose this file)
I plan to re-enable the option to export with no collision so that Muvizu generates its own.
edited by MrDrWho13 on 03/05/2017
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03/09/2020 14:53:18

mationman
mationman
Posts: 1
Sketch up is great for quick modelling and concept but for archviz and better quality models I'd stick with 3DS max over any other software. You can export SU to 3DS very easily but the geometry can get messy and bad for texturing and rendering .


For sculpting or texturing , drawing tablet is indispensable. Its about both precision and the pressure levels. I use a XP-Pen Deco 01 art tablet both at work and at home for modeling and animation (combined with a 3d mouse).
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