A Question of Axis....

Khai
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A Question of Axis....

Post by Khai »

and how to rotate one.
no, I don't mean just highlight axis and rotate. that would be easy!

to explain :

I have part of my ongoing TARDIS model in ts 4.3 (yes I know I can get 7.6/61 for free. I like 4.3. yes I'm strange but it's like a well worn set of hand tools to me now.) and I export the part out via LUUV to OBJ to bring into Sketchup 7 (thanks to Jim and Remus for the awesome OBJ import script there).

thing is, tS has the Z axis on the vertical axis...and Sketchup has the Y axis on the vertical axis.

so it comes in rotated 90 degrees.

aha thunks me. I'll just rotate the axis on the part to make Y the vertical. no dice. it still comes in rotated 90 degrees.

strangely, going back, (Sketchup is an awesome mesh-editor btw, quick, simple easy to use and with the Rubies being written, expanding in tools by the day), I'm not having the same problem....


any ideas of a quick fix on this from the tS end? (and please no suggestions to move off 4.3.. I like it.. I have 5.2 and 7.6 anyway.. I just don't like the interface changes that much.)
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Tiles
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Re: A Question of Axis....

Post by Tiles »

What about you rotate the object instead. And in Sketchup you rotate it back ;)
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Khai
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Re: A Question of Axis....

Post by Khai »

yup can do that.
problem is, we're talking about, rough guesstimate, 1500-3000 parts and growing.
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Tiles
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Re: A Question of Axis....

Post by Tiles »

trueSpace has another world alignment than Sketchup. That`s where it comes from. And when Sketchup doesn`t provide a way to compensate that while import then there is no other way i fear :)

You can rectangle select in trueSpace Modeler by the way. So no need to grab every object one by one. Hold down CTRL; then drag around what you want to select. I also heard from a Workspace plugin to select all, but am not sure if this one was ever released to public.
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Khai
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Re: A Question of Axis....

Post by Khai »

the rectangle select won't work to export to OBJ via Luuv ;)
Karthogen
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Re: A Question of Axis....

Post by Karthogen »

But you select all objects rotate 90% export like you normally would?
Khai
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Re: A Question of Axis....

Post by Khai »

yes, I can rotate the items 90 degrees... but that's not what I was asking...
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Tiles
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Re: A Question of Axis....

Post by Tiles »

the rectangle select won't work to export to OBJ via Luuv ;)
Sure you can. Just glue the objects together after rectangle select. Then tick grouping in the LUUV plugin. That way you can export the whole selection too, and keep your subobjects intact ;)
yes, I can rotate the items 90 degrees... but that's not what I was asking...
You asked for the solution of your problem. The solution is to rotate the items by 90 degrees. Sorry that this solution is not what you dream of :)
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Khai
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Re: A Question of Axis....

Post by Khai »

actually this is frustrating.

yes I can rotate the entire scene 90 degrees.

I knew this coming in. I am not stupid. I have been using truespace since version 2.

what I wanted to know was can I do anything else. is there an option I've missed? no one bothered to even help with that. see the frustration?

sorry I wasted my time.

btw. glued objects fail on Luuv export 50% of the time. but hey. you know better.
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Tiles
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Re: A Question of Axis....

Post by Tiles »

As told, this comes from different world alignment. This has nothing to do with the axis. When Sketchup doesn`t provide a way to fix this while import then the only method is to rotate the stuff in trueSpace. Which is the solution, wich is what at least i have bothered with. Wasting your time is being frustrated about it :)
btw. glued objects fail on Luuv export 50% of the time. but hey. you know better.
Hmm, haven`t used it very often, but it never failed on me when i have used it. That`s why i have suggested it.
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GraySho
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Re: A Question of Axis....

Post by GraySho »

Nobody said anyone is stupid here, but there´s no one-click solution for what you are looking for. If Sketchup has different world axis, then you have to rotate as Tiles has suggested.

If glued objects don´t work for you, then combine them with a plugin. There was Clinton´s poly combiner plugin and another one which came with tS7 versions. Not sure if they work with tS4.3 though. What they do is kill the hirarchy and make multiple object into one single mesh without booleans (overlapping geometry).
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Re: A Question of Axis....

Post by Jack Edwards »

The boolean merge would also combine the geometry. ;)
No booleans were used in the mangling of this message... :?

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GraySho
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Re: A Question of Axis....

Post by GraySho »

Jack Edwards wrote:The boolean merge would also combine the geometry. ;)
With the disadvantage of boolean´s typical issues ;) But yeah, if there´s really no other way...pray your geometry doesn´t line up too well or you´ll get boolean presicion errors.

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