Game Development Community

problem importing sketchup models into t3d?

by dante williams · in General Discussion · 07/13/2012 (3:33 pm) · 12 replies

Every time i make a model in sketchup and then export to .dae cause i have pro the model glitches and doesn't show the whole model. Also i have tried to make models in maya and 3ds max but the same thing happens. does anyone know if i need certain setting or if i just need to give up and use the constructor if that's the case i bought t3d for the wrong reason.

#1
07/13/2012 (3:58 pm)
Which version of the DAE exporters are you using in Max or Maya (and which version of Max/Maya)?
#2
07/13/2012 (4:06 pm)
2013 of each and im using the built in exporters
#3
07/13/2012 (4:38 pm)
I have had others using 2013 have problems since it seems that COLLADA seems to have changed a bit. I have not gotten any concrete feedback on what has changed, though. The 2010-2012 exporters were what we used to get it from Max to COLLADA and FBX for the soldier and zombie assets.
#4
07/14/2012 (3:33 am)
How are you creating your model in sketchup as it's vastly different in the way it handles models compared to traditional 3D packages. It is also important to create the models in a particular way. Can you include a screen shot of your model in both sketchup and torque and I'll try and help as I've used this pipeline in the past
#5
07/14/2012 (9:32 am)
here is the model im trying to get into torque i know its kinda detailed but i was hoping that i could make a nice city and import it into torque to start with. imageshack.us/photo/my-images/6/mcdonaldso.png/
img6.imageshack.us/img6/959/mcdonaldso.png
#6
07/14/2012 (9:49 am)
also if i can get this model into to torque i will start my project which will be comprised of a very nice fully furnished city.
#7
07/14/2012 (9:58 am)
I need to see an image without textures to see its construction. I think I know the issue but need to see base model first. Can you post up an image showing it without colours or textures and in a sketchup style that shows all lines and no hidden lines. Can you also post a screenshot in torque of what you get. If it's easier, email me at tim.watton@winterleafentertainment.com and I'll post solution if it's what I suspect
#8
07/14/2012 (10:07 am)
i went ahead and sent you the model in question to see if you know a way to solve this issue
#9
07/14/2012 (12:58 pm)
Ok - it is as I thought, the geometry of your model. Sketchup is an excellent tool for creating architectural work quickly but allows you all too easily to do things that are not conducive to 3D game engines.

It allows you to create models where faces contain polygons with far more than four sides and also 'permits' (the term used loosely)bad geometry including floating vertices and unlinked edges etc. While all these can be problematic in sketchup, they don't cause major issues or for the software to fall over. However, game engines need the geometry within their environment to be constructed in a particular way and to follow key rules - otherwise you will have issues.

I have stripped down the model you posted and imported the basics walls and roof into Torque and this went fine as below.

img844.imageshack.us/img844/7803/mc1f.png

HOWEVER, looking at the geometry of the walls you can already see that while they went into Torque there are issues. The walls on either side are made from a single polygon with more than 4 sides. This causes game engines issues and you should seek to keep all polys to sides of 4 or 3 - Quads or Triangles. You can also see a edge (in yellow) that's not attached to anything other than the vertex from where it starts. This will have another vertex on the other end floating and unattached. This should not occur in 3D game engine models. I also note that some of the models edges are hidden in Sketchup for presentation purposes. This may also cause issues.

img689.imageshack.us/img689/5390/mc2r.png

I have tried to break up the two walls to illustrate how they should be built from quads or triangles to help you.

img195.imageshack.us/img195/2382/mc3f.png

I highly suspect therefore that its the models geometry that is causing issues rather, than the exporters or software.

You can successfully build models in Sketchup for Torque and I have built many in the past using it. You just have to stay disciplined and follow the rules that Sketchup allows you to break all too easily.

The same rules apply if you are building in any 3D package such as Max or Blender, however, these packages are more attuned to game development and while don't let you break the rules as easy, they are not fail safe.

Keep your geometry simple and built from quads and triangles and you will have no problems with Torque or a Torque - Sketchup pipeline. If you have issues re-check you geometry slowly piece by piece and you will probably find a rogue element in there somewhere. If you dont - import the model into Torque section by section until you find the section that MUST have the error in it.

Hope that helps and keep up the good work. The model you sent shows a good understanding of Sketchup. By the way, if you are using Sketchup to get models into Torque - use components as much as possible - it will help.

Good luck with building your City. Its not easy but is definitely worth the effort as we are building quite a few here at WinterLeaf!

This was all built using the technique described above

img709.imageshack.us/img709/4905/wipp9.png

Tim
#10
07/14/2012 (1:45 pm)
thanks soo much i was wondering what went wrong but i have tried and it looks like its possible to import the building if i redo some pieces and import them 1 by 1. by the way is there a way to make the windows more transparent looking in torque?
#11
07/14/2012 (3:59 pm)
Create as separate mesh, import to torque and apply a transparent material. Adjust the transparency accordingly. Or use an alpha layer.
#12
07/16/2012 (7:04 am)
Yes, the trick to SketchUp is to break your faces with edges/lines where they 'should' be to create reasonable geometry. Very quick and very accurate tool, just be aware of what you're doing....;), 3 dimensionally.

You may also be getting 2 sided faces with that flow, haven't really delved into it, but I have seen added backfaces when porting over into some modeling programs for post work.