SolidWorks Exporter
check all jeffr's posts and follow the first one and the one about making macro buttons exactly, i had problems at first too till i went back and read them more carefully.
P.S i don't know if its fixed yet, but to be safe use only with assemblies and make sure you add a camera in SW.
P.S i don't know if its fixed yet, but to be safe use only with assemblies and make sure you add a camera in SW.
Last edited by xrok1 on Sat Jul 28, 2007 6:36 pm, edited 1 time in total.
sorry i may have spoke too soon. there's still a scaling problem. image 1 is scaled @1, image 2 is scaled @100 notice how it gets blocky? if i scale any higher the blockyness gets so bad that you can't even recognize your object. is there any way to aytomatically scale the output based on the camera settings? maybe the field of view divide the Distance to view rectangle by the Height of view rectangle? just an idea but it seemed to work pretty well in my tests.
- Attachments
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- scale100.JPG (197.11 KiB) Viewed 9201 times
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- scale1.JPG (212.37 KiB) Viewed 9201 times
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- fov.JPG (19.23 KiB) Viewed 9201 times
ok thanks unfortunately SW05 doesnt have a camera (was added in 06) so the macro isnt much good to me unless it could read the window view as an alternative.
I have a feeling for SW08 things might have changed again with Realview enhancements and also with the linking to Photoworks...perhaps the textures will be more accessible
I have a feeling for SW08 things might have changed again with Realview enhancements and also with the linking to Photoworks...perhaps the textures will be more accessible
Too large models render blocky in Indigo.
I think it's a known issue. (there was a thread about it some time ago)
Indigo uses meters for everything. Why would you ever want to have a scale as high as 100? It means, that 1 unit in your app = 100 meters in Indigo. Way too large to my understanding. At least that's how it works in other apps I think. How come the scale is related to camera in SW?
I think it's a known issue. (there was a thread about it some time ago)
Indigo uses meters for everything. Why would you ever want to have a scale as high as 100? It means, that 1 unit in your app = 100 meters in Indigo. Way too large to my understanding. At least that's how it works in other apps I think. How come the scale is related to camera in SW?
Big Fan
It could still be usefull for you as it is as an obj exporter so you models can be imported more easily into other programs. It will need a tweak to allow that.
I will work on that. I will also see if I can figure out how to go without a camera and just use the view.
2006 has realview and the api connections to photoworks and none of the sw api info anywhere I've looked is giving any indication there may be an issue so I hope...
Scaling may or may not be usefull depending on what is being worked on and what units it's in I suppose. Solidworks also exports in meters regardless so a 1 inch block exports 0.0254 as the highest number. Is there such a thing as too small in Indigo? Some of this stuff I'm still trying to figure out.
Here's my latest test image.
It could still be usefull for you as it is as an obj exporter so you models can be imported more easily into other programs. It will need a tweak to allow that.
I will work on that. I will also see if I can figure out how to go without a camera and just use the view.
2006 has realview and the api connections to photoworks and none of the sw api info anywhere I've looked is giving any indication there may be an issue so I hope...
Scaling may or may not be usefull depending on what is being worked on and what units it's in I suppose. Solidworks also exports in meters regardless so a 1 inch block exports 0.0254 as the highest number. Is there such a thing as too small in Indigo? Some of this stuff I'm still trying to figure out.
Here's my latest test image.
- Attachments
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- im1185619798.png (701.2 KiB) Viewed 9185 times
jeffr, can you explain to me how you're getting the textures? are you just copying the solidworks textures directly to the exporter material folder? if so couldn't you get the solidworks texture path through the api and use that in your export?
by the way i think using the viewport instead of the camera is a better way to go, there must be some sort of default camera in SW thats availiable before you apply a real camera to your scene.
P.S any progress on the obj material export? i get the colors to show up in sketchup but not the textures.
Oh did i mention i have a sketchup obj importer?
by the way i think using the viewport instead of the camera is a better way to go, there must be some sort of default camera in SW thats availiable before you apply a real camera to your scene.
P.S any progress on the obj material export? i get the colors to show up in sketchup but not the textures.
Oh did i mention i have a sketchup obj importer?
To get the textured materials I have the attached files copied into the materials folder, which is in the macro's folder.
As can be seen in the first image the floor and sphere have materials assigned to them, when they are created, with the same names as the material files put into the macro's material folder.
Any part that doesn't have a material assigned looks at the colour info which was set by right clicking on the part name (second image) and selecting appearance and changing the colour. (Material files are standard Indigo materials definitions in separate files. You can make any material file and then create a material by editing materials available in solidworks.
I have already managed to get the texture info also and just have to implement it along with the other settings such as specularity, shininess etc. for the colours.
As can be seen in the first image the floor and sphere have materials assigned to them, when they are created, with the same names as the material files put into the macro's material folder.
Any part that doesn't have a material assigned looks at the colour info which was set by right clicking on the part name (second image) and selecting appearance and changing the colour. (Material files are standard Indigo materials definitions in separate files. You can make any material file and then create a material by editing materials available in solidworks.
I have already managed to get the texture info also and just have to implement it along with the other settings such as specularity, shininess etc. for the colours.
- Attachments
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- Some_Materials.zip
- Grid and knotty wood_oak materials files.
Place in ...SW_Indigo_Exporter\Materials folder. - (841.01 KiB) Downloaded 301 times
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- SelectingColour.jpg (29.53 KiB) Viewed 9143 times
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- SWMaterial.jpg (30.5 KiB) Viewed 9144 times
hmmm I think you should just do whatever works for you 06 and up.
I am a little behind the times.
I still have my blendigo variant that works 'ok' for me plus I can do my own UV, bump mapping and import lightwave, 3ds etc for props
How will you handle texture and bump together for instance? I think this is where 08 might have more options..
I wonder how the obj files handle curvature? (havent tried your macro yet)
In the past I have noted SW doesnt do a hot job of representing it well in vrml even winding up the resolution.
stl output can be varied well but there is no colour information..
I have been thinking of refining the .nk files I hacked together.Will you be able to use them too if I do?
I am a little behind the times.
I still have my blendigo variant that works 'ok' for me plus I can do my own UV, bump mapping and import lightwave, 3ds etc for props
How will you handle texture and bump together for instance? I think this is where 08 might have more options..
I wonder how the obj files handle curvature? (havent tried your macro yet)
In the past I have noted SW doesnt do a hot job of representing it well in vrml even winding up the resolution.
stl output can be varied well but there is no colour information..
I have been thinking of refining the .nk files I hacked together.Will you be able to use them too if I do?
Last edited by Big Fan on Sun Jul 29, 2007 10:11 am, edited 2 times in total.
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