SolidWorks Exporter

Announcements, information, requests and support regarding other exporters and general/new exporters
jeffr
Posts: 120
Joined: Sun Jan 28, 2007 2:08 pm

Post by jeffr » Fri Aug 10, 2007 3:43 pm

I uploaded another update.


Right now if transparency is full up you get a transparent material with the ior being adjust using the ambient control just below it. Add one to the value shown in the control so all the way down to 0 is actually 1. 0.5 would be ior of 1.5.

Specular and shininess work together. Spec adusts the strength of the spec reflection and shininess adjusts from a fuzzy reflection to a sharp reflection.

If you go to texture instead of colour and choose a image texture it will use it instead. I will make it use the spec, shininess etc eventually.

I am running into more problems with the uv mapping coming from SW. Working somewhat for flat surfaces but some curved are acting strange. I have export to obj set a little different.

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xrok1
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Post by xrok1 » Fri Aug 10, 2007 4:17 pm

i am thinking something like in attached image. every display state you add would represent a layer in your material, depending on the name of the display state. ie: texture1 bump1 mask1; texture2 bump2 mask2 ....

so anything ending in 1 will be bottom layer ending in 2 will be on top of that etc... so texture1 could be bricks with bump1 be the joints, texture2 could be dirt with bump2 being joints and mask2 being the dirt mask... texture3 being mess or graffitti, wharever.

when go do the conversion to .igi you could read the display states and use the appropriate names to create your indigo textures. you may need i more display state called color if you want to use the transparency, specular etc. because SW will allow a color under a texture in which case the blend color option would be very handy if you just want a colored material with a bump, use a bump map as texture and the blend option to apply color.

does this make sense?
could this work?
Attachments
blendcolor.JPG
blendcolor.JPG (25.32 KiB) Viewed 11631 times
displatstate.JPG
displatstate.JPG (19.44 KiB) Viewed 11631 times

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xrok1
Posts: 287
Joined: Wed Jun 13, 2007 11:26 am

Post by xrok1 » Fri Aug 10, 2007 4:44 pm

BTW are you using part or assembly color/textures because this could also be a tool for adding depth to your materials.

maybe check the normal thing also at the part and assembly level if possible, this could be part of the normal problem?

P.S would it be possible to add a smoothing angle inputbox to the smoothing option? and i always thought that a gain on skylight would be handy too. :shock:

sorry if i'm overwhelming you with ideas. :wink: tell me to shut up when i get get too carried away. :oops:

PPSS maybe it would also be a good idea to start adding a revision number to your files.

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xrok1
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Post by xrok1 » Fri Sep 21, 2007 6:40 am

i just now noticed the updated file. i downloaded it and tried it, but i can't get it to function. i can't tell why because of the password protection on the script, any ideas?

jeffr
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Post by jeffr » Fri Sep 21, 2007 8:02 am

Whoops, sorry about the password. I was playing around with things as I was learning.
Does it not load up at all or where does it get to?

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xrok1
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Post by xrok1 » Fri Sep 21, 2007 8:56 am

i set it up with a button, and when i click it i get nothing at all. so i guess it doesn't even load.

i am in an assembly with a camera if that still matters?

jeffr
Posts: 120
Joined: Sun Jan 28, 2007 2:08 pm

Post by jeffr » Fri Sep 21, 2007 9:04 am

Try this
Go to customize and right click your button to edit it. Where it says 'Method' in the section labelled 'Action' make sure 'MainCntrlModule.main' is selected.
Let me know if that's it.
Cheers

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xrok1
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Post by xrok1 » Fri Sep 21, 2007 9:16 am

yes now it runs, and it starts a render. funny thing is, theres no obj and it renders a totally different file than the one i have loaded in SW. its loading an old test scene i was using before with the first exporter????????

it has created an XML file with the proper name though.

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xrok1
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Post by xrok1 » Fri Sep 21, 2007 9:36 am

if i do export geometry as indigo it works fine. the obj option dosn't work though.

jeffr
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Post by jeffr » Fri Sep 21, 2007 11:54 am

Sorry the obj is actually not working. I was going to remove it as an option and keep forgetting to remove the selection.
It's probably rendering the old file because it's not over writting a new obj.

Big Fan
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Location: Nelson NZ

Post by Big Fan » Sat Sep 29, 2007 6:35 pm

jeff I dont know if you have seen it but there might be useful info for your exporter mission here
http://www.solidworks.com/pages/product ... lView.html

in the files to download on the right are some of the new material files for SW08 - some customised
perhaps these might give you clues on how to extract material definitions for indigo use :roll:

jeffr
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Post by jeffr » Sun Sep 30, 2007 3:30 am

Thanks Big Fan.
If I could only find somewhere that explains how I can translate the view into an Indigo cameras coordinates I'd be happy. So far I've gotten the Up and Forward vectors but not where the actual camera position would be, from the normal viewport.
Everything above 2005 can have a camera inserted, that gives all the info needed, but it would still be nice to have the ability to go without it if someone wanted.

Slobodan
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Location: TORONTO, CANADA

Post by Slobodan » Tue Dec 04, 2007 4:05 pm

jeffr,

can we have the password to the macro???

might want to expand to you exporter..

thanks,

Slobodan

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xrok1
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Post by xrok1 » Sun Dec 16, 2007 8:35 am

jeffr, come back to us! :cry:

jeffr
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Post by jeffr » Sun Dec 16, 2007 8:59 am

Sorry. Here I am :D
I think this copy should be non-password protected.
Last edited by jeffr on Fri Dec 28, 2007 5:47 am, edited 1 time in total.

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