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Riptide pro vertex map
Riptide pro vertex map









  1. Riptide pro vertex map zip file#
  2. Riptide pro vertex map update#
  3. Riptide pro vertex map code#

If you have the Ruby Console open rare error-message might appear. You should now have the imported object using the specified materials and textures. Īnswer the dialog prompts, then wait as it is processed.Īnswer the prompt at the end - you will probably want to flip the imported geometry upright. Run the Import OBJ tool from its Plugins menu item. If there are textures specified they come as image-files inside a subfolder that is kept with the MTL file Let's assume you have the plugin's RB file correctly installed in the Plugins folder and you have restarted SketchUp.Īnd also that you have an OBJ file, and it related MTL file defining materials - this must be kept with the OBJ file. How to import materials obj? Help us to help you. So see what the OBJ and MTL files are expecting and ensure that you keep all of the exported parts together: that is - the matching OBJ + MTL + ImageFilesInsideTextureFolder You can read an OBj or MTL file with a plain-text-editor. If the MTL can't find an image file then the a plain-color is used instead. If the OBJ can find the MTL then no materials are made/used.

Riptide pro vertex map code#

The 'Texture' folder goes in the same folder as the OBJ and MTL because the MTL's code looks for "Textures/ImageName.png" etc. The normal rule is that the OBJ and MTL files go in a common folder - the OBJ's code typically looks for the MTL file 'by name only' and therefore expects it to be in the same folder as the OBJ. Most OBJ exporters put these in a folder - named something like Textures or OBJName_Textures. The textures are defined with a reference to an imgae file. These materials are referenced in the header of the OBJ and can be plain colors with optional transparency or with mapped textures. OBJ file it should also make a similarly named.

Riptide pro vertex map update#

I have fixed the script and an update will be published shortly. However, you reported issue has made me make the script work better for these -ve values However, your OBJ file's format is odder still in that it makes 26 subgroups and it restarts the vertex negative count back up the file for each subgroup it defines, rather than counting through the the whole file - making it awkward to 'reverse-engineer' it to the more normal downward count which always runs from the top and is always ignoring any subgroups - so '1' is always the very first vertex defined and any grouping is ignored - but it is trappable.Īlso I note that many faces are 'reversed' in this OBJ's code.įrankly you could more easily make and assemble these cubes in SketchUp - there are only 3 variants for corners, centrally and mid-side, with 3d rotation etc and suitable face coloring. however, with certain combos of v/vt/vn it does fail because of this typo with the 'vn' counter. and my code did try to trap for that possibility. but -ve ones are allowed to count up the list. This typo causes a failure - with a message in Ruby Console - but only when a particular rare combination of definitions in the OBJ file occur - that is when there are negative values for 'f' face vertices specification: most OBJ's make +ve values to count the vertices when referring to v/vt/vn down the list etc. you have discovered a typo in my script's code. There are 68,000 lines of code in the OBJ file - which seems a lot for such a simple thing !īUT. I think it was exported in 'mm' - but there's no units info in the header ! I note that there are no materials specified in the OBJ, by referencing an associated MTL file ?Īlso the 'object' seems to have some tiny facets.

Riptide pro vertex map zip file#

I now have your ZIP file by PM for this OBJ.











Riptide pro vertex map