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Post by johny on Feb 7, 2017 18:49:25 GMT
Good and beautiful day to everyone! I am experiencing a problem that I don't know how to solve...so... I run sketchup make 2016. I am designing boats and then I want to export the model to .x file so that I can use it in a ship simulator called virtual sailor. After an extended and exhausting search for a proper plugin, I found one that I used to work with some years ago when I was doing this again. Its called 3dradexporter. So, when I try to export the model as directx down below in the sketchup, comes up a line that says "analysing model" and starts counting...it makes a really fast counting to 138-200 entities and then...freezes...nothing happens... 1)I have tried to scale my model smaller but I have seen that entities remain the same. 2) I tried to put another plugin but it's results are awful 3) I exported as a 3ds in perfect speed and then imported it in blender and the model was ok and exporting to directx works but blender doesn't get the textured of the model (png,jpg etc.) 4) back in 2012 when I was doing the same thing, the exports where successful -again with 3dradexporter- 5) I saved the model as a sketchup 8 model then tried to do the same thing fRom SU8 and again ...frozen... 6) could someone give light in my life? Haha..so frustrating...
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Post by GH Games on Feb 7, 2017 21:36:22 GMT
Hi johny welcome to the Forum!
What your describing here sounds like your Model has a very high poly count and is just taking a while to export. This can happen when your system specs are quite low and your computer needs a little time to process. Try again but wait for about 10 - 15 minutes. If it still crashes then come back and we can talk about another resolution.
What are your system specs do you know?
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Post by johny on Feb 8, 2017 7:11:19 GMT
Thanks for your reply! I did the extract for like 10 times leaving in for an hour but nothing happened...the most "successful" was when it reached "analysing model 585 entities"...I used also a plugin called cleanup which is supposed to clean the model but again ...nothing..I think someone should get his hands on it someone more expert...! Pc specs: Processor: AMD A6-6310 APU with AMD Radeon R4 graphicsv1.8p THx Installed memory: 6.00 gb (4.94 usable) System type: 64 bit Extra: I made for test simple models and the plugin works perfectly... Extra 2: the model has aprox 15.000 entities...
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Post by NicusorN5 on Feb 8, 2017 8:28:49 GMT
For me it says "analysing model" when i use components... Try selecting the entire model then explode the components.
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Post by johny on Feb 8, 2017 8:38:46 GMT
I tried that earlier and it just started analysing model really fast for the first 180 entities then took an hour to reach 500 entities and nothing more...it's really frustrating..
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Post by GH Games on Feb 8, 2017 10:04:24 GMT
It sounds like it might just be the size of the model, 15000 entities is a lot.
If your exporting for animation then my advice is to split up your model into 4 parts (or however many works) and then reassemble them once in your animation program. Try splitting up your model and let us know how it goes.
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Post by johny on Feb 8, 2017 10:16:13 GMT
Thank you for your reply! You mean splitting them and exporting one by one? In this case how would I import the separate x files back into sketchup and make it one? Is that possible?
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Post by GH Games on Feb 8, 2017 11:05:59 GMT
As far as I know Sketchup can't import .x files but I'm sure there will be a plugin somewhere. You could always export as a sketchup supported import format like .dae and import the models to sketchup.
I hope that makes sense.
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Post by indiedev on Feb 9, 2017 3:16:59 GMT
groups are also entities, so explode nearly all of them too, but each entity also has x amount of faces so seems to me its too high poly as well.
---------- edit: you likely have groups within groups, so will have to explode the outer ones 1st to explode inner ones, with 15000, it will take ages to do this, then you will understand why the rad exporter takes so long, as that's basically what you are asking it to do.
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Post by johny on Feb 9, 2017 9:52:32 GMT
Thank you very much for your replies...!
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Post by fido2448 on Feb 26, 2023 18:03:15 GMT
Good morning/ Afternoon Everyone! I was hoping that i could have a long time issue fixed? I have been using 3D Rad for a VERY long time, in fact actually got into collage because of it. but i could never solve the one issue i had and still have to this day. When i export my models (Usually a train) As a RigidBody mass model or even a dynamic Model, i always get ths error: "Error! Source .x file contains degenerate triangles." Can anyone help with that? Much appreciated and thank you so much! <3<3<3 Have a wonderful day! Attachments:
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Post by NicusorN5 on Feb 26, 2023 19:36:35 GMT
Apparently you'll have to fix the model.
Degenerate triangles are triangles that have all the points on a single line.
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Post by TinSoldier on Mar 4, 2023 7:38:32 GMT
Heres my take on this... 3drad prefers low poly models, like in the 1K to 15k range ( you can load bigger ones, but try to keep the total number to a minimum what ever the sizes ) One thing you can do for degenerate triangles is use mview.exe, it's a MS thing made just for xfiles and fixing / viewing degenerate triangles... I have had mview destroy a model once when i used it to save in a x-file binary format, was it me or mview... This never happens when i save my x-files in text format... sooo plus in text format you can easily edit the texture file names, even use a batch file to save it first to a new name then copy & edit and re-save... something along that line... it's text soooo. Heres a copy from my dropbox dl.dropbox.com/s/d1hxtvsjdzl8oop/mview.exe?dl=1
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Post by TinSoldier on Mar 4, 2023 7:50:15 GMT
Also there is an xfile exporterbut it was made for older sketchup versions.... will it work in the latest versions... i cant say, i only have v8 and v2016. and i don't have a copy in my dropbox.
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Post by NicusorN5 on Mar 4, 2023 9:29:06 GMT
The X file exporter worked with SketchUp 2019 as far as I remember.
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Post by indiedev on Mar 5, 2023 17:58:59 GMT
3dimpact help also says this has degen triangles [no edge should have an intersecting one]: another cause can be intersecting objects that are not physically joined with extra edges around intersecting faces, which is fine for non shadows/rigids if one is a group [will be regarded as a separate entity] but if it is ungrouped it will be treated as 1 entity and expects proper joins
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Post by NicusorN5 on Mar 6, 2023 14:54:04 GMT
One thing you can do for degenerate triangles is use mview.exe Can confirm that mview works very well.
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Post by indiedev on Mar 6, 2023 16:30:08 GMT
if that's not enough, meshlab can do a ton of repairs, but not .x so must export as obj/3ds or dae 1st
but, since fido said: "When i export my models (Usually a train) As a RigidBody mass model or even a dynamic Model...."
- it shouldn't be a complex model at all compared to the skinmesh, in fact simple boxes will suffice, as the more faces it has the slower physics processing will be, and with likely joints between carriages you can't afford to be wasteful, i suspect your game will lag terribly if you don't simplify rigids.
ideally, say a steam train with 9 carriages would use 1 box for each carriage, and 3 to form the engine/cabin/chimney, 12x6x2=144 faces which would be easy to find degen tri's. i sure hope your not trying to export a 10k face skinmesh as a rigid?
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