I don’t think the cleaned-up VRML file is at fault. I have been able to attach one of the models from the standard KiCad library to the footprint, so I know I’m doing something right. No matter what I try, when I go into the 3D view from within the footprint editor, I see nothing but my silkscreen. I’ve tried with both absolute and relative paths. Basically, I open the PCB footprint editor, create a new component, add a circle to the board to give it some physical dimension, and then try to attach the model. I’ve boiled the testing process down as far as I can get it. The model is a rough first pass at a typical Phoenix Contact header block. It actually crashed Photoshop! I was able to open it in C4D and clean the mess up to give what you see here.) (The VRML put out by SketchUp was utter trash: a pile of disconnected triangles instead of a solid model, flipped normals, etc. You can download my model here in both its original SketchUp 2014 format and in the cleaned-up VRML format. Hope to make some conclusion and give the advice.I’m having trouble getting a pretty simple 3D model to show up in the 3D view. I'm pretty sure there are some Blender 3D followers who use W3D and export their work for render, so my test is small advice what's the best solution for the model. (01-16-2018 11:21 AM)Nova Wrote: You can get around OBJ exporting hidden faces, by using an older version of wings. Hidden objects are separated.Ĭollada (.dae) =>Objects imported. Wavefront (.obj) => Object and texture imported. VRML (.wrl) => Object and texture imported. Hidden faces part of all original objectĬollada (.dae) => Objects imported. If anyone has experinece with similar topic, I think we can combine general information and help other user with export/import operation.Ģ objects: cube(+UV and texture) and cylinder (+UV and texture) - both objects have 1 hidden face.ģD Max (.3ds) => Object triangulated. Anyhow, I hope the text can be helpful for other users. I'm familiar that my object might be 'specific' for this case and the result can be different for several other test. UV doesn't match.īecause I've been developing my skills in Blender recently, in near future will repeat the steps but opposite way: create object in Blender and export to W3D. Wavefront (.obj) => Object imported with texture and all UV match - unfortunatelly, includes also hidden faces from W3D Other (combined) objects have no texture and no UV's VRML (.wrl) => Object imported but only Fortschritts stands (created with no other objects) is OK. UV map match but also importing hidden facesģD Max (.3ds) => Object triangulated. Wavefront (.obj) => Object imported with texture. VRML (.wrl) => Object imported with texture but UV doesn't match (looks more like a Normal or Projection UV) Wavefront (.obj) => Object imported and separated to 3 different objects (per UV map in W3D) Also imported hidden faces which makes problem for UV (need to be re-arrange).ģD Max (.3ds) => Selected object exported was triangulated. But other two (created with many single objects) doesn't match original W3D UV - Blender version looks like Normal or Projection camera UV. (according to UV map split in W3D) Fortschritt's stand with single UV was mapped OK. VRML (.wrl) => Imported object was separated to 3 different objects. No texture was importedĬollada (.dae) => Blender occured error. Tested exports: 3D Max (.3ds), Wavefront (.obj), Collada (.dae), Lightwave (.lwo) and VRML (.wrl)Īdvise: Before exporting object, make sure that all textures were set internalģD Max (.3ds) => Object triangulated. Object: Fortschritt T-174 with various steps: combined and separated objects, but always it has 3 UV maps (+tex) and exporting in. In reference to Fortschritt T-174 project I'm preparing some Blender renders, therefore I'd like to share with my experience about moving the files.
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