WBandD

Welcomes

Tito

Google Sketchup as a VRML authoring tool

About a month ago I friend of mine hooked me up with a copy of his Sketchup Pro that he uses at this digital media school he attends to. Anyway, I have been playing around with this Sketchup Pro 3D editor, and I must say that compared to other high end editors out there, this one got to be the most easiest one to work with! Well, to get to the point here, of the several 3D formats that Sketchup Pro outputs to, VRML is one of them. So to demonstrate what can be done in Sketchup Pro with VRML, I did a quick and dirty scene of a simple structure textured with some of Sketchup Pro's own textures, along with a few of Sketchup Pro's editing features, like freehand drawing, 3D font extrusion, picture placements and "mesh push". Nothing special or fancy here, just a simple, static structure model.

Now, one thing to watch out for in Sketchup Pro, is that the native scale of things is way, way out of proportioned to what it needs to be with your average VRML world, at least viewed through an avatar's point of view on BS Contact. So, assuming you have chosen the "Feet and Inches" measurement scale when you first boot up and enter Sketchup Pro, the walking height scale you would need to set your 3D working window would be "~1 5/8". From this navigational walking height of ~1 5/8 inches from the ground, is where you would start to construct your 3D scene to the proper proportion as would you will perceive it through your avatar's first person view. Walking around the 3D scene at the proper avatar navigation height (more or less) while you are making it, is one of the key features I really like about Sketchup Pro.

Now, one interesting thing I noticed about the VRML source code exported by Sketchup Pro, is that it kind of looks a bit different to your average VRML source code. Oh yea, when exporting VRML from Sketchup Pro, you will need to add by hand the NavigationInfo (walk), and also the DirectionalLight to the source code, or else you will be navigating in a very dark VRML world. Well, here's a quick 4 pics to get you started on how this looks like, and also notice on how I exported the "edge lines" with the VRML world, which I can easily remove in future VRML exports:






Take a look for your self in VRML: Sketchup Pro VRML sample world

Share 

Comment

You need to be a member of WBandD to add comments!

Join this Ning Network

vcard Comment by vcard on September 23, 2009 at 3:51pm
Yes, exporting to collada is very welcome to the free version.
But ... the .kmz file format, already available for export in the previous version of sketchup, is a good way (probably the best) to transfer objects/scenes from sketchup to vivaty studio.
alain Comment by alain on September 23, 2009 at 10:55am
some months ago a guy on LouiZeForum asked us for help on Sketchup ,
and we played with all these import export and conversions ,
and sure it works

http://dumenieu.free.fr/louizeforum/templebonhommes.wrl
Tito Comment by Tito on September 22, 2009 at 8:22pm
I just got word that a new, updated version of SketchUp has been released by Google. Now, both the free and the $495.00 Pro versions have been updated to the new 7.1 versions, and are already available for download. You may ask yourselves, so - what's the big deal? Well, let's just talk about the new, free version of SketchUp 7.1: It now can export to the Collada format! Yes, you no longer need to have the expensive Pro version anymore to be able to export to any other format that's not Google Earth.

Now, since I already have the Pro version of SketchUp, I can't really give an accurate assessment of the reputed new Collada export feature of the free SketchUp 7.1. So, I was wondering if anybody here can download the free, new 7.1 version of SketchUp, model something real quick, export it to the Collada format, then import that same Collada model in to Vivaty Studio, then proceed to export it to VRML or X3D, your choice.

After you do all that, it will just be a matter of publishing the said VRML or X3D world online, which then finally you can post a direct link right here to that example world for all to see. It does not have to be anything fancy, just a simple model with a texture or two would suffice. All I just want to see if it's really practical to use the Collada export feature of the new SketchUp 7.1, that's all.

You can find a round up of the new features added to free SketchUp 7.1 and Pro versions here: SketchUp 7.1 new features

So, do I have any takers?
Steve Comment by Steve on August 28, 2009 at 8:55am
thanks for the Info Tito. Good to know. :)
Tito Comment by Tito on August 28, 2009 at 8:45am
All I know about the "color by layer" thing, is if I were to put a check mark on it when exporting to VRML, the resulting VRML world will be exported without it's textures. I found about this the hard way a few times until I figured out it was this causing the textures not to be exported with the rest of the VRML scene. So really, it's better not to have this option enabled.

Anyway, after doing some trolling through the official Sketchup forum posts, I found this info that might shed some light regarding our questions over Sketchup's VRML export options: VRML export options explanation
Steve Comment by Steve on August 28, 2009 at 2:09am
I wonder what "color by layer" does. lmao. It would be nice that if you exporting vrml the options would be remotely close to the spec of that language. :P I am only guessing here but maybe if you had "ignore back face of material" checked that might be what generates the normals. best left unchecked if so. check for material overrides probaly does just as it says too. if you have altered the default material it checks for it and outputs the material you selcted. I have found that even the smallest amount of emissive color can illuminate a mesh suffiently as to not need extra lights in the scene. A headlight for your avatar is sufficient lighting in most cases.
Bruce Lehmann Comment by Bruce Lehmann on August 27, 2009 at 8:39pm
The 'output edges is waht will put 'lines' all over your model. Also, make sure you are in the view you want the model in because it can do wierd things with the camera. One of the things I found to be a problem in Sketchup to VRML was the sheer size of the models and all the parts (I think Steve covered that. Otherwise it is an interesting program and has a unique approach to modeling. Take a look at a site called 3DVIA and a modeler named 'Toymaker', what he makes in Sketchup is almost amazing.
Tito Comment by Tito on August 27, 2009 at 7:59pm
@ Steve: You have a point there regarding Sketchup's materials that I will have to look in to.

@ Bruce Lehmann: I knew about Vivaty Studio's import of the kmx format, but now that you mention it, I realize the Sketchup - Vivaty Studio connection now!

Also, don't forget that Vivaty Studio can import the Collada format, which even though the free version of Sketchup does not export Collada, but most of Google Sketchup Warehouse's models are available on the optional Collada format. And I am sure I don't need to tell you how massive their model collection is, not to mention all free too!

Anyway, coming back to Sketchup Pro's VRML export feature, here's the only VRML export options given to you on a pop-up window at the moment of exporting your 3D scene to VRML:


I understand most of the options given there, but not all.
Bruce Lehmann Comment by Bruce Lehmann on August 27, 2009 at 4:30pm
Just a note, if you have the free version of Google Sketch-up and Vivaty Studio you can import the kmx file in to Vivaty Studio and bring it out as VRML or X3D
Steve Comment by Steve on August 27, 2009 at 4:20pm
There are ways to adjust your materials where you don't even need light's. I am not sure if Sketchup has a very rich material editor or not but if you can change these settings from sketchup you wouldnt have to add lights in order for the scene to viewed. I used the trial version of sketchup before and couldn't export to vrml but I agree that it has a really simple to use interface and people that are new to 3d can create worlds fairly quickly. Sketchup does however havea few flaws. Recently I helped a guy with his code that was exported from SU. SU seem to add the normals node to shape nodes . maybe there is a setting to remove those at export though. Another annoying thing about this code is that all the shapes are as is. they are all wrapped in one big Transform node so if you want to move things around your scene in vrmlpad you will have to place a Transform node around each piece of mesh first. I also don't understand why it wraps mesh in IndexedLineset nodes but I guess those be removed easy enough. All in all it is a nice tool for beginners but really lacks the power for more advanced users and is kind of pain in the arse for coders to wade through.

Badge

Loading…
Who Is Online

NEWS

ParallelGraphics starts beta-testing of Cortona3D Viewer 6.0 Beta (previously known as Cortona VRML Client) and invites participants to take part in the beta testing program. Cortona3D Viewer is a fast and highly interactive VRML viewer that is ideal for viewing 3D models on the Web. It works as a VRML plug-in for popular Internet browsers such as Internet Explorer, Netscape Navigator, Mozilla, Mozilla Firefox, Opera, and Google Chrome.

Cortona3D Viewer 6.0 Beta homepage -


Download Cortona3D Viewer 6.0 Beta -


Cortona3D Viewer v. 6.0 Beta: What’s new

Unicode support

Cortona3D Viewer 6.0 provides full support for UTF-8 in VRML.

Localization of the user interface

Now the menus of Cortona3D Viewer can be easily translated into other languages by licensed users.

Latest Web browsers support

Cortona3D Viewer now supports Mozilla Firefox v. 3.0 and Google Chrome.

Phong lighting support

The support for Phong lighting model is provided for graphical cards supporting the shader model v. 3.0 and higher. Limited support for the shader model v. 2.x is also provided.

Improved performance: new DirectX renderer

- Support for real-time anti-aliasing (multisampling).
- Support idle-time anti-aliasing by means of Direct3D.
- Support for composite textures.
- Improved processing of textures and 3D primitives.

Improved installation procedure

The use of Microsoft Installer (MSI) allows for easier installation of Cortona3D Viewer within an enterprise and as a part of third party applications.

New VRML extensions

- The Transform2DEx node allows for positioning layers on the screen and specifying their size in pixels.
- The CompositeTexture3D and CompositeTexture2D nodes allow for adding composite textures to the 3D scene.
- The GradientBackground node allows for creating horizontal or vertical gradient background that is static relatively to the camera movements.

Changes in VRML Automation interface

- Pick method has been changed:
Layers without background: areas with no geometry are considered transparent for the picker.
One-sided surfaces: invisible side is ignored by picker.
Double-sided surfaces: the normal calculation is based on a visible side of the surface.
- New method of geometry bounding box calculation:
§ Now the bounding box can be calculated in global coordinates.


The FreeWRL team have put FreeWRL 1.21.2 on-line, with source, debian (.deb) and Apple OSX dmg downloads.

http://freewrl.sourceforge.net

Summary of changes:
- Verified MIME types for OSX and Linux plugins.

- Classic VRML/X3D parser:
- fixed memory error when IS fields were large.
- dramatic speed improvement in PROTO expansions; visible when large protos are
instantiated.

- XML parser:
- speed increase in parsing attribute values (one test shows 100x speed increase)
- PROTO expansion and Script invocation being reworked - may still have parse errors.
(in progress)

- Source Code:
- OpenGL Shaders code should compile on OpenGL 1.5 and above now (was 2.0 and above)
- CFuncs/sounds.h - include unistd.h on Linux machines.

- Misc rendering changes:

- Javascript, direct writing to scenegraph, boolean values were not correctly translated from
javascript to freewrl internal values.

- FaceSets with Color node, not taking material properties correctly (especially transparency)

- FaceSets, with RGB Color node, keep track of associated material transparency, and work through
color node changes.

- removal of temporary files - code has been reworked, as some temporary files (specific:
files retrieved by wget or curl) were not removed.

- initial work on CubeMapTextures.

- GeoPositionInterpolator - output value not translated to local spatial units. (fixed)

© 2009   Created by Bruce Lehmann on Ning.   Create a Ning Network!

Badges  |  Report an Issue  |  Privacy  |  Terms of Service

Sign in to chat!