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Home ? Importing Assets ? ASE importer link

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28/03/2013 16:23:52

LULU153
LULU153
Posts: 126
When I click on the downloaded ASE link plug in I am unable to install it into the google sketchup plug ins folder as its empty. The icon is just plain white and doesnt look like the one in the video tutorial. Can anyone advise please?

thank you
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28/03/2013 18:50:42

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
hiya there is a link on the 3d gallery if you choose right click and download it saves it. I have no clue if they are the same script but here is the gallery link

http://muvizu.com/Gallery/#&&m=3D
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28/03/2013 19:02:11

LULU153
LULU153
Posts: 126
Thank you but thats the link I tried I'm afraid. Gives me just a blank file (I took a screen shot but cant figure out how to upload it here)
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28/03/2013 20:30:38

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
I just opened it the file is not blank.

right click "save link as"

and then if you want to see it open it up in notepad but it does work

here is the code I dont know how successful you will be copying and pasting and resaving it but its there if you want to try.



#
# Muvizu-ASE-Exporter.rb
# 2010/09/18 - RUBY
#
#-------------------------------------------------------------------------------------------
#
# This program (plugin) is based on original work by Raphael Couturier (HardPCM). It has been
# modified, under the terms of the GNU Lesser General Public License, all changes made have
# been with a goal in mind; optimising the original ASE export feature from HardPCM for use
# with Muvizu (http://www.muvizu.com).
#
#-------------------------------------------------------------------------------------------
#
# This program is free software; you can redistribute it and/or modify it under
# the terms of the GNU Lesser General Public License as published by the Free Software
# Foundation; either version 2 of the License, or (at your option) any later
# version.
#
# This program is distributed in the hope that it will be useful, but WITHOUT
# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
# FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License along with
# this program; if not, write to the Free Software Foundation, Inc., 59 Temple
# Place - Suite 330, Boston, MA 02111-1307, USA, or go to
# http://www.gnu.org/copyleft/lesser.txt.
#
#-------------------------------------------------------------------------------------------
#
# Original Auther - Raphael Couturier (HardPCM) - hardpcm666@hotmail.com, hardpcm666@gmail.com
# Updated by - Jamie Hill (CerebralDump) - jamie@muvizu.com
#
# File: MuvizuASEExporter.rb
# Version: 0.0.8
# Started: 01/09/10
# Released: -
# Langage: English
#
# Description: Main Source for a Google Sketchup Plugin that allows you to export
# ASE files specifically for Muvizu, which uses the Unreal 3 games engine.
#
#-------------------------------------------------------------------------------------------
#
# Special thanks to:
#
# - Raphael Couturier (HardPCM) for the original work.
#
# - Jim Skivington for testing the early attempts and the changes.
#
#-------------------------------------------------------------------------------------------
# Change List / History
#
# 0.0.1 - Write out texture filename and path for ASE submaterial tag *BITMAP "..."
# 0.0.2 - Generate collision mesh automatically. Copy geometry into another GEOMODEL object prefixing object name with UCX. Collision was too complex.
# 0.0.3 - Removed non-essential parts for Muvizu input (import, and all export except ASE functions).
# 0.0.4 - Limited output to components only. Remove all handling of groups.
# 0.0.5 - UI to allow selection of one component as geometry and one component as collision.
# 0.0.6 - Renamed classes and methods to avoid dependency or interfearance with the original plugin.
# 0.0.7 - Refined UI to reduce and report errors.
# 0.0.8 - Updated about text and source comments for completeness.
#
#-------------------------------------------------------------------------------------------

require 'sketchup.rb'

class WalkerWaitT3D_UTX

# Updated: by HardPCM date unknown.
def initialize
@m_nIndex = 0
@m_sTable =
end

# Updated: by HardPCM date unknown.
def Tick(nLevel = 1)
# Show step
a_sText = "Processing at level No = #{"%0.f" %(nLevel)} \"O.{#{@m_sTable}}.O\" \n"
code = Sketchup.set_status_text a_sText

# Next step
@m_nIndex += 1
if @m_nIndex >= 8
@m_nIndex = 0;
end
end

# Updated: by HardPCM date unknown.
def Say(sMessage)
code = Sketchup.set_status_text sMessage
end
end


class IteratorerDataT3D_UTX

# Updated: 24-September-2010
def initialize(pFirstNode = nil, pProcessorNode = nil, bFirstNode = nil, bProcessorNode = nil, thePath = "")
# Populate the instance variables to process the sketchup model into ASE format.
@m_pProcessorNodeCol = pProcessorNode
@m_pFirstNode = pFirstNode

# Expect to have collision by default.
@m_hasCollision = true

# Get the names of the components exported for later reporting.
@m_theModelName = pFirstNode.definition.name
@m_theSavePath = thePath

# Check if there is collision geometry to be generated as well.
if bFirstNode != nil
@m_bProcessorNodeCol = bProcessorNode
@m_bFirstNode = bFirstNode
@m_theCollisionName = bFirstNode.definition.name
else
# No collision.
@m_hasCollision = false
end

# Prepare the material lists.
@m_pMaterials =
@m_pMaterials.push(nil)
@m_bMaterialsChanged = false

# Prepare transforms - not sure why anything needs to be transformed...
@m_Transformations =
@m_Transformations.push(Geom::Transformation.new)

# Set level to begin processing at.
@m_nLevel = 1

# Start the wait walker to update the status bar text.
@m_pWalker = WalkerWaitT3D_UTX.new
end

# Updated: 24-September-2010
def Start()
# Process the geometry model.
self.Process(@m_pFirstNode, @m_pFirstNode, @m_pProcessorNodeCol)

if @m_hasCollision == true
# If selected process the collision model.
self.Process(@m_bFirstNode, @m_bFirstNode, @m_bProcessorNodeCol)
end

# Write to file.
@m_pProcessorNodeCol.WriteHeader
@m_pProcessorNodeCol.WriteMaterials
@m_pProcessorNodeCol.WriteGeometry
if @m_hasCollision == true
@m_bProcessorNodeCol.WriteCollision
end

# Finished!
@m_pWalker.Say("Job Done - Model exported!")
theEndMessage = ""
if @m_hasCollision == true
theEndMessage = "Collision geometry exported from component #{"%s" %(@m_theCollisionName)}\n\n"
else
theEndMessage = "No collision geometry exported. Muvizu will create this on import.\n\n"
end
UI.messagebox "#{"%s" %(theEndMessage)} Geometry model exported from component #{"%s" %(@m_theModelName)}\n\nFile saved to #{"%s" %(@m_theSavePath)}"
end

# Updated: 24-September-2010
def Process(pCurrentNode, pParent, theProcessor)

# Explode components or groups so we can process each face within it.
if(pCurrentNode.class == Sketchup::Group)
pCurrentNode = pCurrentNode.entities
elsif(pCurrentNode.class == Sketchup::ComponentInstance)
pCurrentNode = pCurrentNode.definition.entities
end

for a_Entity in pCurrentNode
if(a_Entity.class == Sketchup::Face and a_Entity.layer.visible?)
# Identify the material on the face being examined.
a_pMaterial = a_Entity.material
@m_bMaterialsChanged = false
if a_pMaterial != nil
@m_pMaterials.push(a_pMaterial)
@m_bMaterialsChanged = true
end

# Process the mesh co-ordinates for the face being examined.
theProcessor.ProcessFace(a_Entity, @m_pMaterials.last, @m_Transformations.last)

# Finish processing the material on the face being examined.
if @m_bMaterialsChanged == true
@m_pMaterials.pop
@m_bMaterialsChanged = false
end

# Reporting only.
@m_pWalker.Tick(@m_nLevel)
end
end

for a_Entity in pCurrentNode
# If there is a component within the current component or group then recursively process that component as well.
if((a_Entity.class == Sketchup::ComponentInstance or a_Entity.class == Sketchup::Group) and a_Entity.layer.visible?)
@m_nLevel += 1
@m_Transformations.push(@m_Transformations.last * a_Entity.transformation)
self.Process(a_Entity, pCurrentNode, theProcessor)
@m_Transformations.pop
@m_nLevel -= 1
end
end
end
end

class FileWritter

# Updated: 24-September-2010
def initialize(asePath)
@m_pFile = nil
@m_sAsePath = asePath
self.OpenFile
end

# Updated: 24-September-2010
def OpenFile
@m_pFile = File.new(@m_sAsePath,"wb")
end

# Updated: 24-September-2010
def WriteToFile(aLine)
@m_pFile.write(aLine)
@m_pFile.flush
end

# Updated: 24-September-2010
def CloseFile
@m_pFile.flush
@m_pFile.close
end
end

class ExporterDataASE_UTX

# Updated: 24-September-2010
def initialize(theFileWritter, theModelName)
@m_FileWritter = theFileWritter

@m_vVertex =
@m_vVertex.fill(,0,15000)
@m_nNextVertex = 0

@m_vVertexUV =
@m_vVertexUV.fill(,0,15000)
@m_nNextVertexUV = 0

@m_vNormal =
@m_vNormal.fill(,0,15000)
@m_nNextNormal = 0

@m_pTriangle =
@m_pTriangle.fill(,0,15000)
@m_nNextTriangle = 0

@m_pMaterial =
@m_pMaterial.fill(,0,1000)
@m_nNextMaterial = 0

@m_nModelName = theModelName
end


# Updated: by HardPCM date unknown.
def NextVertexXYZ(pPacket)
# Search an existing XYZ.
a_nIndex = @m_nNextVertex - 1
a_nCount = 256

if a_nCount > a_nIndex + 1
a_nCount = a_nIndex + 1
end

while a_nCount > -1
a_pTemp = @m_vVertex
if (a_pTemp == pPacket) && (a_pTemp == pPacket) && (a_pTemp == pPacket)
if (a_pTemp == pPacket) && (a_pTemp == pPacket) && (a_pTemp == pPacket)
return a_nIndex
end
end
a_nIndex = a_nIndex - 1
a_nCount = a_nCount - 1
end

# Create a new XYZ
@m_vVertex = pPacket
@m_nNextVertex = @m_nNextVertex + 1
return @m_nNextVertex - 1
end
# Updated: by HardPCM date unknown.
def NextVertexUV(pPacket)
# Search an existing UV
a_nIndex = @m_nNextVertexUV - 1
a_nCount = 256

if a_nCount > a_nIndex + 1
a_nCount = a_nIndex + 1
end

while a_nCount > -1
a_pTemp = @m_vVertexUV
if (a_pTemp == pPacket) && (a_pTemp == pPacket) && (a_pTemp == pPacket)
return a_nIndex
end
a_nIndex = a_nIndex - 1
a_nCount = a_nCount - 1
end

# Create a new UV
@m_vVertexUV = pPacket
@m_nNextVertexUV = @m_nNextVertexUV + 1
return @m_nNextVertexUV - 1
end

# Updated: by HardPCM date unknown.
def NextNormalXYZ(pPacket)
@m_vNormal = pPacket
@m_nNextNormal = @m_nNextNormal + 1
return @m_nNextNormal - 1
end

# Updated: by HardPCM date unknown.
def NextFaceABC(pPacket)
@m_pTriangle = pPacket
@m_nNextTriangle = @m_nNextTriangle + 1
return @m_nNextTriangle - 1
end


# Updated: by HardPCM date unknown.
def NextMaterial(pPacket)
# Search an existing material
a_nIndex = @m_nNextMaterial - 1
while a_nIndex > -1
a_pTempPacket = @m_pMaterial
if a_pTempPacket == pPacket
return a_nIndex
end
a_nIndex = a_nIndex - 1
end

# Create a new material
@m_pMaterial = pPacket
@m_nNextMaterial = @m_nNextMaterial + 1
return @m_nNextMaterial - 1
end

# Updated: by HardPCM date unknown.
def VectorFromSketchup(pVector)
return
end

# Updated: by HardPCM date unknown.
def VectorUvFromSketchup(pVector)
return
end
# Updated: 24-September-2010
def WriteHeader
@m_FileWritter.WriteToFile("*3DSMAX_ASCIIEXPORT\r\n")
@m_FileWritter.WriteToFile("*COMMENT Muvizu ASE Exporter.\r\n")
@m_FileWritter.WriteToFile("*COMMENT Based on HardPCM'S ASE output plugin for Sketchup (HSKP2UNR.rb)\r\n")
end

#Updated: 24-September-2010
def WriteMaterials

# Write the material header.
@m_FileWritter.WriteToFile("*MATERIAL_LIST {\r\n")
@m_FileWritter.WriteToFile("*MATERIAL_COUNT 1\r\n")
@m_FileWritter.WriteToFile(" *MATERIAL 0 {\r\n")
@m_FileWritter.WriteToFile(" *MATERIAL_NAME \"MUVIZU_ASE_TEXTURE\"\r\n")
@m_FileWritter.WriteToFile(" *MATERIAL_CLASS \"Multi/Sub-Object\"\r\n")

# Write the number of sub-materials to expect.
@m_FileWritter.WriteToFile(" *NUMSUBMTLS #{"%i" %(@m_nNextMaterial)}\r\n")

# Output sub-material list.
a_nIndex = 0
a_nCount = @m_nNextMaterial
while (a_nIndex < a_nCount)

a_pPacket = @m_pMaterial

@m_FileWritter.WriteToFile(" *SUBMATERIAL #{"%i" %(a_nIndex)} {\r\n");
@m_FileWritter.WriteToFile(" *MATERIAL_NAME \"#{"%s" %(a_pPacket)}\"\r\n");
@m_FileWritter.WriteToFile(" *MATERIAL_CLASS \"Standard\"\r\n");
@m_FileWritter.WriteToFile(" *MAP_DIFFUSE {\r\n");
@m_FileWritter.WriteToFile(" *MAP_CLASS \"Bitmap\"\r\n");
@m_FileWritter.WriteToFile(" *BITMAP \"#{"%s" %(a_pPacket)}\"\r\n");
@m_FileWritter.WriteToFile(" *UVW_U_OFFSET 0.0\r\n");
@m_FileWritter.WriteToFile(" *UVW_V_OFFSET 0.0\r\n");
@m_FileWritter.WriteToFile(" *UVW_U_TILING 1.0\r\n");
@m_FileWritter.WriteToFile(" *UVW_V_TILING 1.0\r\n");
@m_FileWritter.WriteToFile(" }\r\n");
a_nIndex = a_nIndex + 1
end

@m_FileWritter.WriteToFile(" }\r\n")
@m_FileWritter.WriteToFile("}\r\n")
end

# Updated: 24-September-2010
def WriteGeometryBegin
@m_FileWritter.WriteToFile("*GEOMOBJECT {\r\n")
@m_FileWritter.WriteToFile(" *NODE_NAME \"#{"%s" %(@m_nModelName)}\"\r\n")
@m_FileWritter.WriteToFile(" *NODE_TM {\r\n")
@m_FileWritter.WriteToFile(" *NODE_NAME \"#{"%s" %(@m_nModelName)}\"\r\n")
@m_FileWritter.WriteToFile(" }\r\n")
@m_FileWritter.WriteToFile(" *MESH {\r\n")
@m_FileWritter.WriteToFile(" *TIMEVALUE 0\r\n")
end

# Updated: 24-September-2010
def WriteGeometryColBegin
@m_FileWritter.WriteToFile("*GEOMOBJECT {\r\n")
@m_FileWritter.WriteToFile(" *NODE_NAME \"UCX_#{"%s" %(@m_nModelName)}\"\r\n")
@m_FileWritter.WriteToFile(" *NODE_TM {\r\n")
@m_FileWritter.WriteToFile(" *NODE_NAME \"UCX_#{"%s" %(@m_nModelName)}\"\r\n")
@m_FileWritter.WriteToFile(" }\r\n")
@m_FileWritter.WriteToFile(" *MESH {\r\n")
@m_FileWritter.WriteToFile(" *TIMEVALUE 0\r\n")
end

# Updated: 24-September-2010
def WriteVertexXYZ
@m_FileWritter.WriteToFile(" *MESH_NUMVERTEX #{"%i" %(@m_nNextVertex)}\r\n")
@m_FileWritter.WriteToFile(" *MESH_NUMFACES #{"%i" %(@m_nNextTriangle)}\r\n")
@m_FileWritter.WriteToFile(" *MESH_VERTEX_LIST {\r\n")

a_nIndex = 0
a_nCount = @m_nNextVertex
while (a_nIndex < a_nCount)
a_pPacket = @m_vVertex
@m_FileWritter.WriteToFile(" *MESH_VERTEX #{"%i" %(a_nIndex)} #{"%+013.6f" %(a_pPacket)} #{"%+013.6f" %(a_pPacket)} #{"%+013.6f" %(a_pPacket)}\r\n");
a_nIndex = a_nIndex + 1
end

@m_FileWritter.WriteToFile(" }\r\n")

end

# Updated: 24-September-2010
def WriteFaceVertexXYZ
@m_FileWritter.WriteToFile(" *MESH_FACE_LIST {\r\n")

a_nIndex = 0
a_nCount = @m_nNextTriangle
while (a_nIndex < a_nCount)
a_pPacket = @m_pTriangle
@m_FileWritter.WriteToFile(" *MESH_FACE #{"%i" %(a_nIndex)}: A: #{"%i" %(a_pPacket)} B: #{"%i" %(a_pPacket)} C: #{"%i" %(a_pPacket)} AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID #{"%i" %(a_pPacket)}\r\n");
a_nIndex = a_nIndex + 1
end

@m_FileWritter.WriteToFile(" }\r\n")
end

# Updated: 24-September-2010
def WriteVertexUV
@m_FileWritter.WriteToFile(" *MESH_NUMTVERTEX #{"%i" %(@m_nNextVertexUV)}\r\n")
@m_FileWritter.WriteToFile(" *MESH_TVERTLIST {\r\n")

a_nIndex = 0
a_nCount = @m_nNextVertexUV
while (a_nIndex < a_nCount)
a_pPacket = @m_vVertexUV
@m_FileWritter.WriteToFile(" *MESH_TVERT #{"%i" %(a_nIndex)} #{"%+013.6f" %(a_pPacket)} #{"%+013.6f" %(a_pPacket)} 0.000000\r\n");
a_nIndex = a_nIndex + 1
end

@m_FileWritter.WriteToFile(" }\r\n")
end

# Updated: 24-September-2010
def WriteFaceVertexUV
@m_FileWritter.WriteToFile(" *MESH_NUMTVFACES #{"%i" %(@m_nNextTriangle)}\r\n")
@m_FileWritter.WriteToFile(" *MESH_TFACELIST {\r\n")

a_nIndex = 0
a_nCount = @m_nNextTriangle
while (a_nIndex < a_nCount)
a_pPacket = @m_pTriangle
@m_FileWritter.WriteToFile(" *MESH_TFACE #{"%i" %(a_nIndex)} #{"%i" %(a_pPacket)} #{"%i" %(a_pPacket)} #{"%i" %(a_pPacket)}\r\n");
a_nIndex = a_nIndex + 1
end

@m_FileWritter.WriteToFile(" }\r\n")
end

# Updated: 24-September-2010
def WriteFaceNormals
@m_FileWritter.WriteToFile(" *MESH_NORMALS {\r\n")

a_nIndex = 0
a_nCount = @m_nNextTriangle
while (a_nIndex < a_nCount)
a_pPacket = @m_pTriangle
@m_FileWritter.WriteToFile(" *MESH_FACENORMAL #{"%i" %(a_nIndex)} #{"%+013.6f" %(a_pPacket)} #{"%+013.6f" %(a_pPacket)} #{"%+013.6f" %(a_pPacket)}\r\n");
a_nID = a_pPacket
a_pTP = @m_vVertex
@m_FileWritter.WriteToFile(" *MESH_VERTEXNORMAL #{"%i" %(a_nID)} #{"%+013.6f" %(a_pTP)} #{"%+013.6f" %(a_pTP)} #{"%+013.6f" %(a_pTP)}\r\n");
a_nID = a_pPacket
a_pTP = @m_vVertex
@m_FileWritter.WriteToFile(" *MESH_VERTEXNORMAL #{"%i" %(a_nID)} #{"%+013.6f" %(a_pTP)} #{"%+013.6f" %(a_pTP)} #{"%+013.6f" %(a_pTP)}\r\n");
a_nID = a_pPacket
a_pTP = @m_vVertex
@m_FileWritter.WriteToFile(" *MESH_VERTEXNORMAL #{"%i" %(a_nID)} #{"%+013.6f" %(a_pTP)} #{"%+013.6f" %(a_pTP)} #{"%+013.6f" %(a_pTP)}\r\n");
a_nIndex = a_nIndex + 1
end

@m_FileWritter.WriteToFile(" }\r\n")
end

# Updated: 24-September-2010
def WriteGeometryFinish
@m_FileWritter.WriteToFile(" }\r\n")
@m_FileWritter.WriteToFile(" *MATERIAL_REF 0\r\n")
@m_FileWritter.WriteToFile("}\r\n")
end

#Updated 24-September-2010
def ProcessFace(pFace, pMaterial, pTransformations)

# Extract the mesh.
a_pMesh = pFace.mesh 7

# Transform the mesh.
a_pMesh.transform! pTransformations

# Eextract material info.
a_nMaterialU = 1.0
a_nMaterialV = 1.0
# Load default material name and bmp file path. Note the file toto.bmp
# does not exist unless you create it. For Muvizu it is recommended to
# create this file for the best results.
a_sTexture = "Engine.DefaultTexture"
a_pTexturePath = "C:\\ut3\\toto.bmp"

# Make sure that the material reference exists before processing anything else.
if pMaterial != nil

# If the material has a name in Sketchup use that instead of the default.
if pMaterial.name != ""
a_sTexture = pMaterial.name
end if

# Check that the material has a texture (and is not just a colour) before ensuring that
# the texture filename reference exists and has content. Use the actual path and filename
# for that texture / material instead of the default toto.bmp
if pMaterial.texture != nil
if pMaterial.texture.filename != nil
if pMaterial.texture.filename != ""
a_pTexturePath = pMaterial.texture.filename
end
end
end

# Take a reference to the texture object as well.
a_pTexture = pMaterial.texture
end

# Pack the material for later writting to file.
a_pMatPack =
a_nMaterialID = self.NextMaterial(a_pMatPack)

# Extract the triangle normal.
a_vNormal = pFace.normal
a_nNx = a_vNormal.x
a_nNy = a_vNormal.y
a_nNz = a_vNormal.z

# Loop for each triangle in the face.
a_nIndex = 1
while (a_nIndex <= a_pMesh.count_polygons)

# Extract the triangle indexes.
a_pPolygon = a_pMesh.polygon_at a_nIndex

# Extract the triangle vertex.
a_pVa = self.VectorFromSketchup(a_pMesh.point_at a_pPolygon)
a_pVb = self.VectorFromSketchup(a_pMesh.point_at a_pPolygon)
a_pVc = self.VectorFromSketchup(a_pMesh.point_at a_pPolygon)

a_pVa = a_nNx
a_pVa = a_nNy
a_pVa = a_nNz

a_pVb = a_nNx
a_pVb = a_nNy
a_pVb = a_nNz

a_pVc = a_nNx
a_pVc = a_nNy
a_pVc = a_nNz

a_nVa = self.NextVertexXYZ(a_pVa)
a_nVb = self.NextVertexXYZ(a_pVb)
a_nVc = self.NextVertexXYZ(a_pVc)

# Extract the texture coordinates.
a_pTa = self.VectorUvFromSketchup(a_pMesh.uv_at a_pPolygon,a_pPolygon)
a_pTb = self.VectorUvFromSketchup(a_pMesh.uv_at a_pPolygon,a_pPolygon)
a_pTc = self.VectorUvFromSketchup(a_pMesh.uv_at a_pPolygon,a_pPolygon)
a_nTa = self.NextVertexUV(a_pTa)
a_nTb = self.NextVertexUV(a_pTb)
a_nTc = self.NextVertexUV(a_pTc)

# Convert to face,
a_pFace =
a_nFace = NextFaceABC(a_pFace)
# --- next triangle ------------------------------------------------
a_nIndex += 1
end
end

# Updated 24-September-2010
def WriteGeometry
# Write out all parts for the geometry model.
self.WriteGeometryBegin
self.WriteVertexXYZ
self.WriteFaceVertexXYZ
self.WriteVertexUV
self.WriteFaceVertexUV
self.WriteFaceNormals
self.WriteGeometryFinish
end

# Updated 24-September-2010
def WriteCollision
# The only difference between WriteCollision and WriteGeometry is that the method
# WriteGeometryColBegin is called, which does the same as WriteGeometryBegin but
# prefixes the name of the object with UCX for a collision object.
self.WriteGeometryColBegin
self.WriteVertexXYZ
self.WriteFaceVertexXYZ
self.WriteVertexUV
self.WriteFaceVertexUV
self.WriteFaceNormals
self.WriteGeometryFinish
end

end

class MuvizuASEExporter

#Updated: 24-September-2010
def About

UI.messagebox("Muvizu ASE Exporter

Original work by Raphael Couturier (HardPCM) with HSKP2UNR
HardPCM's Google Sketchup Exporter to T3D/PSK/ASE/OBJ format
for UT3/UT2K4/UT2K3/UT99 game engines. Version 0.9.8 May 26nd 2009
was used as the foundation. The aim of this update is to provide
a more optomised exporter for use with Muvizu (http://www.muvizu.com)

Change List / History

# 0.0.1 - Write out texture filename and path for ASE submaterial tag *BITMAP "..."
# 0.0.2 - Generate collision mesh automatically. Copy geometry into another GEOMODEL object prefixing object name with UCX. Collision was too complex.
# 0.0.3 - Removed non-essential parts for Muvizu input (import, and all export except ASE functions).
# 0.0.4 - Limited output to components only. Remove all handling of groups.
# 0.0.5 - UI to allow selection of one component as geometry and one component as collision.
# 0.0.6 - Renamed classes and methods to avoid dependency or interfearance with the original plugin.
# 0.0.7 - Refined UI to reduce and report errors.
# 0.0.8 - Updated about text and source comments for completeness.

Freeware under the GNU Lesser General Public License version 2 or later.

Special thanks to:

- Raphael Couturier (HardPCM) for the original work.

- Jim Skivington for testing the early attempts at the changes.

How to install:

filename is: \"MuvizuASEExporter.rb\"
and put it in the directory like
\"C:\Program Files\Google\Google SketchUp X\Plugins\"

How this works:

Everything is in inch OK!!!
So 512 inch unit = 512 unreal unit.
This apply to the model size and the material size.

Muvizu supports both single and double sided objects. This means you do not need to worry about WHITE or BLUE mode for faces, however to achieve the best results from modelling for a games engine it is recommended that use only use signle sided objects. The recommendation is for WHITE (when all faces of your object look WHITE on the outside). If you do not then some faces will only be visible inside your object. Each face needs to have a texture applied to it.

http://www.muvizu.com/

" , MB_MULTILINE , "Muvizu ASE Exporter")

end

# Updated: 24-September-2010
def CountComponents deffs = nil
count = 0
if deffs != nil
deffs.each {|x|
if x.is_a? Sketchup::ComponentInstance
count += 1
end
}
end
# Returns the total number of available components.
return count
end

# Updated: 24-September-2010
def GetFirstComponent deffs = nil
hasFirst = false
first = ""
if deffs != nil
deffs.each {|modelref|
if modelref.is_a? Sketchup::ComponentInstance
# Get the name of the first component for default selection on the Export Options dialog box.
if hasFirst == false
deff = modelref.definition
first = deff.name
hasFirst = true
end
end
}
end
return first
end

# Updated: 24-September-2010
def GetDropDownList deffs = nil
listGeometry = ""
if deffs != nil
deffs.each {|x|
if x.is_a? Sketchup::ComponentInstance
# Go through all components that exist in the sketchup model and append each ones name to a string for use in a combo box.
deff = x.definition
listGeometry += "#{"%s" %(deff.name)}|"
end
}
end
return listGeometry
end

# Updated: 24-September-2010
def GetDropDownListCollision deffs = nil
# Always return the "None" option.
listCollision = "None - Muvizu generated collision"
if deffs != nil
# Append the None option to the list generated of existing components.
listCollision += "|#{"%s" %(self.GetDropDownList deffs)}"
end
return listCollision
end

# Updated: 24-September-2010
def GetEntityRefByName deffs = nil, theName = ""
# Return nil on error.
modelentity = nil
# Make sure we have valid references.
if deffs != nil
deffs.each {|modelref|
if modelref.is_a? Sketchup::ComponentInstance
deff = modelref.definition
# Go through all entities, check that it is a ComponentInstance and return reference to the one that matches the provided name,
if deff.name == theName
modelentity = modelref
end
end
}
end
return modelentity
end

def getMaterialFileNames(theMaterials)
allTextures = ""
theMaterials.texture.each { | text |
if theMaterials.texture != nil
allTexture += "#{"%s" %(theMaterials.texture.filename)}|"
end
}
return allTextures
end

def findDuplicate(arrayMaterials, check)
foundDup = false
arrayMaterials.each { | material |
if material.texture.filename == check.texture.filename
foundDup = true
end
}
return foundDup
end

def ProcessForTextures(pCurrentNode, pParent)

#tmpTextures = Array.new
# Explode components or groups so we can process each face within it.
if(pCurrentNode.class == Sketchup::Group)
pCurrentNode = pCurrentNode.entities
elsif(pCurrentNode.class == Sketchup::ComponentInstance)
pCurrentNode = pCurrentNode.definition.entities
end

for a_Entity in pCurrentNode
#UI.messagebox "Processing entities"
if(a_Entity.class == Sketchup::Face and a_Entity.layer.visible?)
# Identify the material on the face being examined.
a_pMaterial = a_Entity.material
#UI.messagebox "Checking materials"
if self.findDuplicate(@allMaterials, a_pMaterial) == false
@allMaterials.push(a_pMaterial)
#tmpTextures += "#{"%s" %(a_pMaterial.texture.filename)}|"
#UI.messagebox "#{"%s" %(a_pMaterial.texture.filename)}|"
end
end
end

for a_Entity in pCurrentNode
# If there is a component within the current component or group then recursively process that component as well.
if((a_Entity.class == Sketchup::ComponentInstance or a_Entity.class == Sketchup::Group) and a_Entity.layer.visible?)
self.ProcessForTextures(a_Entity, pCurrentNode)
end
end
end

# Updated: 24-September-2010
def ExportOptionMenu(firstName, geoList, colList)
a_pMenuResult = Array.new
# Check there is at least one component to list in the export options menu.
if geoList != nil && geoList.length > 0
# Prepare the export options menu.
a_pMenuDropdowns =
a_pMenuPrompts =
# Display Export Options
a_pMenuResult = UI.inputbox a_pMenuPrompts, , a_pMenuDropdowns, "Export options"

# Only progress if the user has selected Ok (true)
if a_pMenuResult != false
if a_pMenuResult == a_pMenuResult
a_pMenuResult = Array.new
a_pMenuResult = -1
end
end
else
a_pMenuResult = -2
end
return a_pMenuResult
end

# Updated: 24-September-2010
def ExportASE
# Get the entities available in the current model
model = Sketchup.active_model
deffs = model.entities

# Initialise variables for the menu and identifying the model and collision to export.
a_pMenuA = ""
a_pMenuB = ""
first = ""
exportCollision = true

# Get the menu options.
first = self.GetFirstComponent deffs
a_pMenuA = self.GetDropDownList deffs
a_pMenuB = self.GetDropDownListCollision deffs

# Validation flags.
readyToExport = false
progressExport = true
continueResult = 0

while readyToExport == false
a_pMenuResult = self.ExportOptionMenu(first, a_pMenuA, a_pMenuB)
if a_pMenuResult != false
if a_pMenuResult == -2
UI.messagebox "There are no components in your sketchup model to export. Select the groups, faces or edges you wish to export then right click and do \"Make Component\""
readyToExport = true
progressExport = false
elsif a_pMenuResult == -1
continueResult = UI.messagebox ("You have selected the same component for the geometry mesh and the collision mesh. This is not recommended, do you wish to progress?", MB_YESNO, "Are you sure?")
if continueResult == 6
readyToExport = true
progressExport = true
end
else
readyToExport = true
end
else
readyToExport = true
progressExport = false
end
end

# Begin export if all options are ready.
if progressExport == true
modelname = a_pMenuResult
modelindex = a_pMenuResult
collisionindex = a_pMenuResult

# Check if collision is to be exported or not.
if collisionindex == "None - Muvizu generated collision"
exportCollision = false
end

# Prepare save path.
a_sExportPath = UI.savepanel("Export Model to ASE", "" , "#{"%s" %(modelname)}.ase")

# Only progress to generating the ASE file if a save path and name have been selected.
if a_sExportPath != nil

# Find a reference to the object that contains the model and collsion entities.
modelentity = Sketchup::Entity
collisionentity = Sketchup::Entity
modelentity = self.GetEntityRefByName(deffs, modelindex)

# Only get the collision entity ref if collision is to be generated.
if exportCollision == true
collisionentity = self.GetEntityRefByName(deffs, collisionindex)
else
collisionentity = nil
end

# Create the file handle. File handle is opened within initialize here.
aFileWritter = FileWritter.new a_sExportPath

# Prepare the data processors that will convert the Sketchup model into ASE format.
a_pProcessor = ExporterDataASE_UTX.new(aFileWritter, modelname)

# Only create a data processor if collision is to be generated.
if exportCollision == true
b_pProcessor = ExporterDataASE_UTX.new(aFileWritter, modelname)
else
b_pProcessor = nil
end

# Finally send the processors and entity references to the iterator to generate the final output ASE file.
a_pIteratorer = IteratorerDataT3D_UTX.new(modelentity, a_pProcessor, collisionentity, b_pProcessor, a_sExportPath)
a_pIteratorer.Start

# Close the file handle.
aFileWritter.CloseFile
else
UI.messagebox "No save to path or filename specified for export. Operation cancelled."
end
end
end
end

file_loaded(".rb")

if(not file_loaded?("MuvizuASEExporter.rb"))
MZAE = MuvizuASEExporter.new
pMenuA = UI.menu("Plugins").add_submenu("Muvizu ASE Exporter")
pMenuA.add_item("Export ASE Format") { (MZAE.ExportASE) }
pMenuA.add_item("About Muvizu ASE Exporter") { (MZAE.About) }
else
UI.messagebox "There was an error loading the Muvizu ASE Exporter."
end
edited by urbanlamb on 28/03/2013
permalink
28/03/2013 21:41:06

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Actually Lulu, all my .rb files show up with white icons too. You only get an icon on a file if Windows knows what kind of file it is, and Windows doesn't usually 'get' .rb files. Regardless, copy it into your plugins folder, it will work all the same because Sketchup knows what kind of file it is (icon or not).
permalink
28/03/2013 22:35:25

LULU153
LULU153
Posts: 126
many thanks again!
permalink
the topic is closed

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