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barkest

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Everything posted by barkest

  1. Interesting deciding which walls (objects) need welding together for UV mapping. If you are doing internal views then adding the internal walls then putting the external walls on the same map unless of course they belong to other areas of the space than need putting together etc. etc. I find that making the windows and doors single objects in VW, so ungrouping and making a single solid solves the issue (most of the time) but then I have to look out for internal faces and normals are easy to handle as I always fix as required as well as optimising. The issue is that I have to keep the windows and doors are original objects in VW incase I have to change them. The other option is to make all windows and doors openings and then import the windows and doors (as solid objects) separately. This way moving windows/doors can be done quite easily after export which saves me heaps of work. Biggest manual effort is UV Mapping and honestly that is down to working out how best to join the objects and arrange the islands.
  2. @zoomer Hey Zoomer I no longer use C4D (dropped it a long time back) but I am interested in the thread. Are you saying that you turn your walls to solids before export or do you leave them as walls? (I found that making windows and doors solids was a must). When the walls are in C4D are they tris or quads (tris I suspect as VW only exports tris). If so do you then make them quads? Either way (solid or wall object) do you have internal faces at the corners or is each wall (right and left in VW terminology) separate? (I guess separate). If separate do you leave them like that or join them in C4D to help with UV mapping? If you do make them solids in VW you are a bit screwed if you have to have a change back in VW so I guess you would then make solid and keep a copy of the original walls. Any changes in the VW file will mean a refresh of the UV map of course so from this pov the whole process is a manual pain. thanks I was talking to a C4D guy the other day and pointed out that you can add loop cuts to create a hole in the wall and imagine if you had the two rectangles on either side of the wall you can select both faces and bridge. This will auto remove the faces and create the 4 quads to bridge the wall all in a single operation.
  3. @Peter Telleman Use the bend deformer. From the 3D modelling menu chose the deform tool and use bend mode.
  4. @Jordan If the lines form a closed shape. This means you can have several lines that are not connected that either touch at the ends or over lap you can then use the fill shape (bucket) tool to fill the closed shape. Just select the bucket mode and click inside the closed area.
  5. @michael john williams My own workflow is VW > Unity Although I don't use it there is a facebook group https://www.facebook.com/groups/167127324162323/ Also a short how to https://scenicmentor.com/importing_obj_to_unity/ Maybe helpful
  6. @drelARCH Have you tried Tools > Purge (definitely do a save first as it can be temperamental at times). That should clean up your unused resources.
  7. Further up this topic I suggested dae 😉 Unfortunately the process is not a straight conversion. Su does not like windows and doors although sometimes you can un-group, make them a solid addition and they work. I find its quicker to just make an opening. Therefore your doors and windows don't exist but there are openings in the walls where they would be. Having said that the walls in the attic were solid subtracts so the doors were faked and you will not have 'holes' where they would be. Roofs and dormers are notorious for not converting. I took away the dormers and made the roof a solid addition so that worked fine, so no dormers but holes where they would be. The stairs had to be un-grouped and made in to solids although there were issues with intersecting geometry on the lower floor handrail so that has been deleted. I recovered as much as I could but budgeted an hour so its a pretty decent job. Su file cleaned up before sending. I did convert one door so if its a standard size you can copy it around (make it a component first). Good luck Attached: image in Su, Layers converted (the visible ones), the Su file saved as 2017. house converted.skp
  8. Export to PNG with save alpha channel checked
  9. Post the file somewhere I can download and I will take a look when I am able
  10. For the conversion idea do you need all of the files and of the files you do need is it just the basic Walls, windows, doors, floors and ceilings you need and finally did she have the floorplans for your house?
  11. @Kevin Allen Here is a hospital bed from Su. I cleaned it up, size looks fine, all faces correct, lightweight and when you import it make sure to tick create renderworks textures for all materials so you can then swap out the materials as required. Will create a level0 class so will need renaming, Layer name should be hospital bed. Imports fine into VW but can't send you that one I have an edu version. Its hospital bed.skp
  12. Thanks Pat Would I be correct in saying that if you can use VS you can do it in Python as well? I also use Blender so it could be a win win for me as my Py skills, that I don't currently have, are transferable. With Py I could move verts as needed. I have no idea if I want to do this but if I can move verts then I could do most things with a mesh. thank you again for your help
  13. Can I use marionette to assign parameters to an existing object? This means size, scale, rotation and also face size Not used marionette before but not fazed if the solution is complex as long as it can do it thank you
  14. Although it is some time since I used C4D that was my experience. You could run it a couple of times and maybe isolate parts of the mesh and run it again on that alone. I am 'assuming' here that you are not modelling in VW and instead you are taking pre-made objects such as windows, doors etc. If that is the case then work object by object. As previously mentioned you will probably have to do some manual tidy up work. Its always worthwhile optimising as you go along and merging verts does not take that long depending again on complexity. You are right that quads are preferable given that the flow is predictable. What exactly are you trying to do (what type of object) then maybe we can help further? <Edit> Just thinking about this and although I do not have C4D have you thought to try Modify > Simplify Mesh (turn you object into a mesh first but take a copy before you do it). So if you then simplify but keep the same number of faces and then export. I wonder if you will then end up with a mesh in C4D that is all tris rather than a mixture.
  15. It would largely depend on the mesh it has to convert. I would generally say that you would need some understanding of topology to make sure that you have a decent conversion or you can just go with what it gives you of course. I am unsure why the OP wants to convert, I mentioned UV mapping and this could be the reason maybe?
  16. Not used C4D for a while but when you bring in the mesh you can convert tris to quads (untriangulate or something). Not sure how smart C4D with this operation but after its best guess you may want to run it again then finish off with some manual work if required. I seem to remember that Jim said that due to VW being all tris it was very difficult to have a UV map option.
  17. Here is a wheelchair from Su. I took a very lightweight one. Imports and works fine in VW but I will add the skp file as I have an edu version of VW. When importing make sure to tick Create Renderworks Textures for all Materials then you can swap out the material as required. Also note it will create a Layer0 class as the class is created from the associated layer name in Su. Wheelchair.skp
  18. You are a smart, honest and decent guy and wherever you are going I hope they know how lucky they are to have you working there.
  19. I can hold down my middle mouse (3-button mouse) to pan and ctrl+middle mouse to flyover. I cannot see from editing my workspace keys how to change this to: middle mouse = flyover and shift+middle mouse = pan Not sure if this is possible as middle mouse doesn't register as a shortcut key (maybe a key combo I need instead) thanks
  20. I would suggest a 1m x 1m x 1m cube to test the process or some walls as shown below. No issues here exporting/importing dae. Hopefully the screenshots will help
  21. @michael john williams Maybe I missed what you are trying to do so my earlier solution does not work for you but here are walls with a roof and a window (simple building).
  22. Export from VW as .dae (collada) Not sure you want the layers to follow. Layers in Su are very different to layers in VW. In Su they are for visibility only and to have objects scattered across them will cause you problems in the long run. Good luck though
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