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01/04/2017 16:53:45

scorpio66
scorpio66
Posts: 17
Hi guys.

There are so many threads on this forum regarding the import issues.
Is there a latest surefire way to import from Sketchup?
Or Lightwave?
Or Max?

I really dont wish to spend hours learning MORE new software just to import simplistic models.
I can make my own models as what I desire is simple enough, like the Muvizu cartoon looking buildings etc.
Im not that worried about textures. Changing the colours is fine for me.

Is there a rock steady approach/software to do this?

Im surprised the developers dont address this issue.
The small amount of models is surely holding back a superb product.
How many people will look at Muvizu, but give up after a while because the small amount of available models and the continued pain in the butt of getting other models in?

Please understand this is not an attack in anyway, just a gripe borne out of frustration when Muvizu could be soooo much more if it alleviated these problems.

Regards Chris
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01/04/2017 18:16:21

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
In my opinion there are a BUNCH of rock-solid ways to get models into Muvizu. And of all the problems one might raise about the product, getting models into it is wayyyyy down the list. The sheer number of free assets in the user part of the store testifies to the success many people have had in creating and importing their own models.

Assuming you already know how to use some modelling program, the simplest way to get your models into Muvizu is to use Autodesk's FBX converter, which is free. (link below)

From your modelling program, export as OBJ, DXF, DAE, or 3DS file..... then open it in the FBX exporter and save it again as an FBX.

note about the FBX format: it allows saving meshes, textures, actions and skeletons, but Muvizu can only import the mesh and materials. So when you export from your modelling program, don't export anything but the mesh and material

http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909

There are more ways, and the complexity of the solution depends on what you want to accomplish. There is a lot of information in the WIKI about the topic, and that's a better place to look for complex explanations than the forum. At the top of the Muvizu web page, click on HELP then WIKI....

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edited by PatMarrNC on 01/04/2017
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01/04/2017 19:20:24

scorpio66
scorpio66
Posts: 17
Hi Pat!

I have used Lightwave mainly and have just been experimenting.
Lightwave exports directly in fbx format, and I have inported a simple box with textures from a UV map set in Lightwave stright into Muvizu.
Joy!

Im so pleased I can now get some models in.

I thought there were problems with the fbx format, but for my needs it seems to work fine.

I tried making a small video with the fbx model in, and it seemd to take much longer to render, but it could be my settings.

Thanks again for your input Pat, it is appreciated.
I hope I can contribute some models to the community at some point...

Regards Chris
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01/04/2017 21:47:42

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
scorpio66 wrote:
Hi Pat!

I have used Lightwave mainly and have just been experimenting.
Lightwave exports directly in fbx format, and I have inported a simple box with textures from a UV map set in Lightwave stright into Muvizu.
Joy!

Im so pleased I can now get some models in.


wow, that's awesome that the program you already know how to use can export directly to FBX.. it doesn't get much easier than that!

I thought there were problems with the fbx format, but for my needs it seems to work fine.

the problem that sometimes arises with FBX is that people try to import models with rigging, and then Muvizu throws an error. But if you're importing meshes and materials, Muvizu loves that stuff!

I tried making a small video with the fbx model in, and it seemd to take much longer to render, but it could be my settings.

it could be the poly count. Traditionally game engines use low-poly models, and Muvizu is based on the Unreal 3 game engine. Although it's tempting to make models really smooth, that does increase the polygon count dramatically, and all the extra geometry requires resources. As a general rule, keep your models as simple as possible.

Thanks again for your input Pat, it is appreciated.
I hope I can contribute some models to the community at some point...

Regards Chris


my pleasure, glad my comments are helpful! I'm sure you will fit in very well to this community of helpful and creative people! I look forward to seeing your work!
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14/04/2017 12:11:52

scorpio66
scorpio66
Posts: 17
OK Guys.

Dont know where I've gone wrong.
Didnt have any problems the other day.

I can export my 'CUBE' directly from Lightwave into Muvizu as an fbx object.
All 6 sides were mapped, so can be coloured indidually in Muvizu.

But I cant remember how I got 'textures' into Muvizu.
I have tried a UV map approach with the object as one BOX import.
I have tried the PLANAR image route with 6 seperate images mapped to each side.

Whatever approach I try I cannot get the textures to come into Muvizu with my model.
Weird, but it went OK at the first attempt a couple of days ago.

Maybe Im tired. I can only import with changeable colours.
Where do I put my textures/map for Muvozu to read???

Think I need a lay down. Im probably missing soemthing really stupid..

Help. Please. LOL.

Scorpio66
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14/04/2017 13:11:05

scorpio66
scorpio66
Posts: 17
OK Found it.

If anyone else uses Lightwave and needs to know how to get your model in with textures intact, I hope this helps.

1. MAKE MODEL IN LIGHTWAVE. (SAY A CUBE)

2. SEPERATE EACH POLY/SIDE ONTO ITS OWN LAYER. ( 6 LAYERS )

3. NAME EACH POLY/SIDE (CALLED SURFACE IN LIGHTWAVE) EG CUBE= LEFT , RIGHT ETC

3A. CREATE A UV MAP by going to the Map TAB,and clicking on 'New UV Map'.
3B. Give your Map a name. Lets say 'CUBE', change MAP TYPE to UV. Leave the rest as is and Click CREATE.

4. FOR EACH SURFACE ASSIGN YOUR UV MAP ONTO THE COLOR CHANNEL.
This is done in Surface Editor under BASIC Tab > Color. NOT DIFFUSE.
Click on the 'T' for texture and under 'PROJECTION' choose 'UV'
Under 'UVMap' Enter MAP NAME, (In our Case 'CUBE')
Under 'Image' SELECT your JPG OR PNG etc file you are using as your map. I will call my image CUBEMAP.jpg.

4A. Change one of your view windows in LIghtwave to 'UV Texture', instead of LEFT BACK ETC.
In the same view window Load your MAP Image. (CUBEMAP.jpg)
In POLYGON MODE, select each SURFACE and move the POLY in the UV Texture window to the part of your UV IMAGE that you wish that POLY to Display.


5. EXPORT YOUR MODEL with your layers still seperated into a folder containing your JPG or PNG map image.
(THIS IS VERY IMPORTANT - OR MUVIZU wont find your MAP!)
LEAVE EACH SURFACE AS SINGLE SIDED.

6. Lastly, (IM not sure if this last part is necessary, but as it worked im keeping it in)
Import your .fbx model file into the Autodesk FBX Converter, export agin as .fbx model.
In the destination boxes I select FBX 2013 'Embed Media', and save mode ASCII.


I hope this helps somebody. Plus at least I have a record on how I did it now, incase of a brainwarp again.

I can make a Camtasia Video of this if anyone uses Lightwave. My version is Lightwave 11.6.2

Cheers
edited by scorpio66 on 14/04/2017
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