Importing Sketchup Files To Rhino Records
FILE - In this June 6, 1997 file photo, Spike, a rare black rhino, is shown at the Cleveland Metroparks Zoo in Cleveland, Ohio. The Trump administration says it will issue a permit to a Michigan. Once you have an object imported, you can immediately export it as a.stl file and then print it, or use the various Tinkercad features to modify the file to meet your requirements. For example, we added a pad under the object and a loop to create a key tag.
The 3DS format is one of those oldies but goodies. The format is native to the original DOS-based 3D Studio modeling and animation application. Although the 3DS format is obsolete in many ways, it’s still widely used. You can import 3DS models into SketchUp, and if you have SketchUp Pro, you can export SketchUp models into 3DS format, too.
This article walks you through the steps for importing and exporting 3DS files and explains the options you encounter along the way.
Table of Contents
Importing 3DS files
Before you import a 3DS file into SketchUp, check whether the file has textures that you want to import. If so, make sure the texture files are saved in the same folder as the 3DS file.
When you’re ready, follow these steps to import your 3DS file into SketchUp:
- Select File > Import. The Import dialog box appears.
- Navigate to your 3DS file and select it.
- From the Files of Type drop-down list, make sure 3DS Files (*.3ds) is selected.
- Click the Options button. The 3DS Import Options dialog box appears.
- (Optional) When selected, the Merge Coplanar Faces option removes triangulated lines from coplanar faces. If you want to remove these lines, selecting this option tells SketchUp to remove the lines automatically and saves you the tedious work of removing these lines by hand. Leave the option deselected to leave triangulated faces as they are.
- (Optional) From the Units drop-down list, select the unit of measure that the 3DS file uses to import your 3DS geometry at a 1:1 scale. Or change the scale by changing the units. For example, a face that is 1 cm x 1 cm is imported into SketchUp as 1cm x 1cm if your 3DS file has its units value set to centimeters and you select Model Units in this drop-down list. A 1cm x 1cm face imports into SketchUp with dimensions of 1 in x 1 in if you choose Inches in the drop-down list. If SketchUp doesn’t detect a units value in the 3DS file, SketchUp imports the 3DS file in inches, unless you specify a different value here. Tip: SketchUp only recognizes faces of .001 square inches and larger. It is possible to have very small faces on import if you select millimeters as your SketchUp units but the model was originally intended to be displayed in feet. Therefore, use a large unit type, such as feet or meters, if you do not know the units used in the original file. Resize the model as necessary after it is imported.
- Click OK in the 3DS Import Options dialog box.
- Back in the Open dialog box, click Import to begin importing your file. If your file is large, the process can take a while.
- Click OK in the Import Results dialog box. The model appears in the drawing area at the origin. If you don’t see your model, click the Zoom Extents tool ().
- Select File > Import. An open dialog box appears.
- Navigate to your 3DS file and select it.
- From the Format drop-down list, make sure 3DS Files (*.3ds) is selected.
- Click the Options button. The 3DS Import Options dialog box appears.
- (Optional) When selected, the Merge Coplanar Faces option removes triangulated lines from coplanar faces. If you want to remove these lines, selecting this option tells SketchUp to remove the lines automatically and saves you the tedious work of removing these lines by hand. Leave the option deselected to leave triangulated faces as they are.
- (Optional) From the Units drop-down list, select the unit of measure that the 3DS file uses to import your 3DS geometry at a 1:1 scale. Or change the scale by changing the units. For example, a face that is 1 cm x 1 cm is imported into SketchUp as 1cm x 1cm if your 3DS file has its units value set to centimeters and you select Model Units in this drop-down list. A 1cm x 1cm face imports into SketchUp with dimensions of 1 in x 1 in if you choose Inches in the drop-down list. If SketchUp doesn’t detect a units value in the 3DS file, SketchUp imports the 3DS file in inches, unless you specify a different value here. Tip: SketchUp only recognizes faces of .001 square inches and larger. It’s possible to have very small faces on import if you select millimeters as your SketchUp units but the model was originally intended to be displayed in feet. Therefore, use a large unit type, such as feet or meters, if you do not know the units used in the original file. Resize the model as necessary after it is imported.
- Click OK in the 3DS Import Options dialog box.
- Back in the open dialog box, click Import to begin importing your file. If your file is large, the process can take a while.
- Click OK in the Import Results dialog box. The model appears in the drawing area at the origin. If you don’t see your model, click the Zoom Extents tool ().
Exporting 3DS files
PRO If you’re a SketchUp Pro user, you can export your SketchUp models as 3DS files. The following sections explain how to prepare your SketchUp model for export, export to a 3DS file, select export options, and handle known issues with 3DS exports.
Prepare your SketchUp model
Before you export your SketchUp model, you need to do a little preparation:
- Make sure the front of all your SketchUp faces point outward. (Remember that every face in SketchUp has a front and back.) To check that the face fronts point outward in SketchUp, select View > Face Style > Monochrome to see whether the back sides of a any faces point outward. By default, the face fronts are white and face backs are dark gray. To reverse a face, context-click it and select Reverse Faces.
In the following figure, you see a basic model with materials (left) and in monochrome (right). The left, side face needs to be reversed.Tip: Sometimes, it’s difficult to determine whether a face is truly facing outward or just shaded to show perspective. If you’re having trouble, orbit so you have a straight-ahead view of the face. Or, in the Styles browser, you can use the Face Settings to edit the default back face color so that the backs of faces stand out more than they do in the default gray. Or, instead of checking and reversing faces, you can select the Export Two-Sided Faces option when you export your 3DS file, as explained later in this section. - Show all the geometry you want to export. Only entities that are currently visible in SketchUp are output to the 3DS file. Rendering display options are not taken into account, which means that faces are output even if SketchUp is in wireframe mode. Faces are not output, however, if they are hidden or reside on a hidden layer.
- Make sure you can live without your layers. The 3DS format does not support layers. Any layers you assign in SketchUp don’t appear in your exported 3DS file. If you need to export layers, exporting to the DWG format might be a better solution.
Export a 3DS file
When your SketchUp model is ready to export to 3DS, follow these steps:
- Select File > Export > 3D Model. The Export Model dialog box appears.
- Navigate to the location where you want to save your file.
- From the Export Type drop-down list, select 3DS File (*.3ds).
- (Optional) By default, the 3DS file has the same name as your SketchUp model. You can change the file name if you like in the File Name box.
- Click the Options button. The 3DS Export Options dialog box appears. Select your options, which are explained in the following list, and click OK to return to the Export Model dialog box.
- Click Export, and your file is saved in the location you selected.
- Select File > Export > 3D Model. An export dialog box appears.
- Navigate to the location where you want to save your file.
- From the Format drop-down list, select 3DS File (*.3ds).
- (Optional) By default, the 3DS file has the same name as your SketchUp model. You can change the file name if you like in the Save As box.
- Click the Options button. The Export Options dialog box appears. Select your options, which are explained in the following list, and click OK to return to the export dialog box.
- Click Export, and your file is saved in the location you selected.
Select 3DS export options
When you open the 3DS Export Options dialog box, you see a long list of options. The rest of this section helps you decode how each of these options impacts your exported 3DS file.
In the Geometry area, you find options for how SketchUp geometry appears in a 3DS file:
- Export drop-down list: Choose how you want to organize meshes in the exported 3DS file.
- Full Hierarchy: This option, selected by default, creates meshes for each top-level nested component and group and for non-grouped entities based on the connection of faces. These meshes are organized according to their place in the component and group hierarchy. This option enables you (using a tree view in Autodesk 3DS Max, for example) to select individual components and groups with all their children and each connected face set as separate meshes. This option preserves the name of the component or group using the following rule for components: If an instance name exists, that name is used; if an instance name does not exist, the definition name is used.
- By Layer: This option creates separate meshes based on how faces are connected and on what layer (from SketchUp) the faces appear. All faces that are connected and are on the same layer are grouped in separate meshes. These meshes are then organized based on the layer to which they belong. This option enables you (using a tree view in Autodesk 3DS Max, for example) to select all objects on a layer using the organization scheme and then to drill down and select individual meshes within that layer. No hierarchy is created with this option. If you used SketchUp layers in the recommended way, however, all your geometry is on Layer0 and you’ve assigned only groups or components to other layers in order to control visibility.
- By Material: This option creates separate meshes based on how faces are connected and their material. All faces that are connected and have the same material are grouped together in a mesh. These meshes are then organized based on their materials. In this organization scheme, you can select all objects with the same material and then drill down to select individual meshes having that material. No hierarchy is created with this option.
- Single Object: This option exports your SketchUp model as a single 3DS mesh, which is simple to select and manipulate after you import it into another application. However, because the 3DS format limits meshes to 65,536 vertices and faces, you’ll find more than one mesh in your exported file if it exceeds this limit.
- Export Only Current Selection: If you select geometry in your SketchUp file before you begin the export process, selecting this option tells SketchUp to export only the selection. If you have no selection or leave this checkbox deselected, your whole model is exported.
- Export Two-Sided Faces: When selected, this option tells SketchUp to export faces twice: once for the front and once for the back. The vertices of the front and back faces are welded together, according to the logic for texture mapping and welding explained in the upcoming Export Texture Maps option. This option doubles the number of polygons in the resulting 3DS file and can slow down rendering. However, this option ensures that your model appears more like it appears in SketchUp when you open the 3DS file in another program. Both faces will always render, and materials applied to front and back faces are preserved.
- Export Stand-Alone Edges: SketchUp’s support for stand-alone line entities (that is, lines not connected to a face) is unique. The 3DS format doesn’t support them, nor do many other 3D programs. When you select this option, SketchUp transforms stand-alone edges into thin rectangles that look like stand-alone lines in the 3DS file. Although this solution seems simple, the reality is that it doesn’t always work: The result may create invalid texture coordinates or create an altogether invalid 3DS file. If you run into problems with stand-alone edges, try exporting to the VRML format instead.
In the Materials section, the Export Texture Maps option enables you to select how you’d like to export materials and textures applied to your model. Select Export Texture Maps to assign texture maps to 3DS materials whenever the corresponding SketchUp material uses a texture image. The 3DS format allows only one mapping coordinate per vertex, which means two faces that share the same vertex can’t have two different maps. Given this limitation of the 3DS format, you need to make a tradeoff between preserving texture coordinates and welding geometry. You can guide how SketchUp makes this tradeoff by selecting one of the following Favor radio buttons:
- Preserving Texture Coordinates: When you select this option, the goal is to preserve textures. Whenever SketchUp finds conflicting texture maps, SketchUp breaks up geometry so that each coplanar group has its own vertices. In other words, vertices aren’t welded together, and faces aren’t smoothed. Vertices are welded when welded faces have identical texture maps.
- Welding Vertices: When you select this option, welding and smoothing get top priority. If two faces share a vertex but have different texture maps, only one texture map is preserved in the exported file.
In the Cameras area, select the Generate Cameras from Scenes checkbox to create a camera for the default view as well as any SketchUp scenes that you’ve created. The current SketchUp view is exported with the name Default Camera, and other scene camera definitions are labeled with their scene name. See Creating Scenes for details about creating and naming scenes in your SketchUp model.
In the Scale area, use the Units drop-down list to determine the unit of measurement in the exported 3DS file.
The Units setting can affect the way geometry is described within the 3DS file. For example, a 1 meter cube in SketchUp exports to 3DS with sides of length 1 when units are set to meters. If you change the export units to centimeters, the same cube exports to 3DS with a length of 100.
The 3DS format contains extra information that indicates the original units using a scale factor. This information allows an application that reads 3DS to automatically adjust a 3DS model to its original size. Unfortunately, many applications ignore this unit scale information. As a result, the centimeter cube imports as 100 times larger than the 1 meter cube, instead of at the same size. Worse, it isn’t always clear in which unit a 3DS file was saved, so you have to discover the original size through trial and error. In these cases, the best work-around is simply to export files at the units setting that the 3DS importing application expects.
Understand known issues with files exported to 3DS
Because 3DS is an older format, transitioning to newer software and operating system contexts isn’t always easy. Here are a few known issues you may encounter after you import your 3DS file into another program:
- Textures and materials exported with the Export Two-Sided Faces checkbox selected can become flipped in certain applications, such as Maya. A 3DS mesh does not store any normal data, so the target system must compute the model’s normals. Some importers might compute the normals incorrectly, resulting in flipped textures.
- Truncated texture map file names are also common. Because the 3DS format was designed in the DOS age, it’s not capable of storing texture file names that exceed the 8.3 DOS character limit. If you’ve used modern OS file names (and you probably have), SketchUp creates unique names for each texture by adding unique suffixes to file names. For example, a file named
corrugated metal.jpg
is described in the 3DS file ascorrugat.jpg
. Any other files that use the same first six letters are truncated, and the suffix01
,02
, and so on, is added. - 3DS format can’t store an orthographic camera. This format is simulated through a perspective camera with a very small field of view or a very large lens length. The eye point is moved as far away as possible to yield the same width and height of the projection plane. Certain applications might have problems with a small field of view. For example, Maya does not read the field of view at all and only lets it become as small as 2.5.
What distinguishes solid construction and design from an M.C. Res2dinv keygen download. Escher optical illusion? Accurate measurements.
In SketchUp, the Tape Measure tool, the Protractor tool, and the Measurements box enable you to model precisely:
- With the Tape Measure tool (), you can measure a distance and set precise guide lines or guide points.Note:Guide lines and guide points are temporary dashed lines used as guides to draw precisely. They do not interfere with regular geometry.
- The Protractor tool () enables you to measure angles and set a precise angled guide line.
- As you use almost any tool in SketchUp, the Measurements box is waiting to accept a precise value.
Beyond these tools, you can also combine the tips in this article with a little math to estimate building height accurately.
Table of Contents
Measuring a distance
The Tape Measure tool can measure a distance and create a guide. Here’s where you find the Tape Measure in the SketchUp interface:
- Getting Started toolbar
- Construction toolbar
- Large Tool Set toolbar
- Tools menu on the menu bar
- Tools palette (macOS)
Tip: With the Tape Measure tool selected, you can see the length of line or the area of a face at glance. Hover the Tape Measure cursor over a line or face, and you see the distance or area in the Measurements box.
To measure geometry or set a guide line, follow these steps:
- Select the Tape Measure tool () or press the T key.
- Click the starting point of your measurement. If you need to select an end point or midpoint, the SketchUp inference engine helps you find it. To create a guide line, click a line that needs to be parallel to your guide line.
- Move the cursor in the direction you want to measure. As you move the mouse, a temporary measuring tape line, with arrows at each end, stretches from your starting point, as shown in the figure.Tip: Here are a few tips to help you move the Tape Measure cursor through 3D space:
- The measuring tape line changes color to match an axis colors when it is parallel to any axis. In the figure, you see measuring tape aligned to the red axis.
- Press and hold a directional button while measuring to lock an axis. The up arrow locks the blue axis, the left arrow locks the green axis, and the right arrow locks the red axis.
- The Measurements box dynamically displays the length of your measuring tape.
- Press Esc if you need to start over.
- (Optional) To create a guide line, press Ctrl (Microsoft Windows) or Option (macOS). A plus sign appears next to your Tape Measure cursor ().
- Click at the ending point of your measurement. The distance from the start point appears in the Measurements box. If you pressed Ctrl in the preceding step, a guide line appears as a dashed line that reaches into infinite 3D space (at least within your model). In the following figure, the guidelines mark the distance 3 feet from the interior walls. (See Adding Text to a Model for information about labeling distances in your model.)
- (Optional) To move your guide line a precise distance from the starting point, type a number and unit and then press Enter.
Measuring an angle
Measure an angle when you want to duplicate that angle elsewhere in your model or create plans, such as for a woodworking project. To measure an angle or create angled guide lines, use the Protractor tool.
You find the Protractor tool () in a few different parts of SketchUp’s interface:
- Construction toolbar
- Large Tool Set toolbar
- Tools menu
- Tool palette (macOS)
In the video, you see how to measure angles and set guides with the Protractor tool. For steps that walk you through the process, read the rest of this section.
To measure an angle and create an angled guide line, follow these steps:
- Select the Protractor tool (). The cursor changes to a protractor. The center point is fixed to the cursor.
- Click to set the vertex of the angle that you want to measure. (See Callout 1 in the figure.) If you need to lock an orientation, press and hold the Shift key before you click.
- Click to set the vertex of the angle that you want to measure. (See Callout 1 in the figure.) If you need to lock an orientation, press and hold the Shift key before you click. Tip: When you press and hold the Shift key to lock/constrain the plane of rotation, you can tap Alt (Microsoft Windows> or Command (macOS) to free the protractor from the inferenced plane. The angle of the protractor will remain the angle of the original plane, but now you can move the protractor to inference other geometry.
- Click where the angle that you want to measure begins. (See Callout 2 in in the figure.) Tip: You can click and drag from the vertex to the first point to define the axis of rotation. This is especially helpful if you need to rotate on an axis that isn’t on the red, green, or blue planes. Press Esc at any point to start over.
- Move the cursor to measure the angle. (See Callout 3 in the figure.) Tip: Here are a few tips to help you find the right angle measurement:
- As you move the cursor, the angle appears dynamically in the Measurements box.
- When the cursor is close to the protractor, the angle snaps to the protractor’s tick marks, which indicate 15 degree increments. When your cursor is farther from the protractor’s center, you can measure the angle in more precise measurements.
- Click to set an angled guide line.
- (Optional) Type a value and press Enter to change the angle of your guide line (relative to the start line). You can type a decimal value, such as 34.1, or a slope, such a 1:6. Change this value as many times as you like until you make another selection or choose another command.
Editing guide lines
To reorient a guide line or guide point, you can move or rotate it. See Moving Entities Around and Flipping and Rotating for details.
Hiding and erasing guide lines
Guide lines are usually created as a temporary aid for building a portion of your model. Keeping too many guide lines in your model can decrease SketchUp’s inference accuracy and display performance, so you might want to hide guide lines as you work or delete all guide lines after you finish your 3D model.
To hide guide lines, you can use either of the following methods:
- With the Select tool (), select one or more guides and then select Edit > Hide.
- Context-click a selected guide or guides and select Hide from the menu that appears, as shown in the figure. fg021_5
To make hidden guides visible again, select Edit > Unhide and choose an option from the Unhide submenu.
Deleting guide lines removes them altogether, never to return. Here are some ways to delete your guide lines:
- With the Select tool (), select one or more guides and then select Edit > Delete.
- Context-click a guide and choose Erase from the menu that appears.
- Click a guide line with the Eraser tool ().
- Select Edit > Delete Guides to erase all guides in the current context.
Estimating building height accurately
If you don’t know the height of an existing building that you’re trying to model, here are some techniques you can use to make an educated guess:
- Count repeated units.
- Take a picture with an object of known height
- Use trigonometry.
When you’re ready to extrude a building’s footprint to the correct height, make sure you’re in ISO view by choosing Camera > Standard Views > Iso. Then use the Push/Pull tool () to extrude your building into 3D and enter your building's exact height.
Method 1: Count repeated units
Often, buildings are constructed with bricks, blocks or other modular construction materials. Measure the height of a single unit, count the total number of units on the facade, and multiply to get an approximate overall height.
This method also works for entire building levels. If you can measure a single level on the façade of your building, you can multiply by the total number of levels to arrive at an approximate overall measurement.
Method 2: Take a picture with an object of known height
When you’re taking a picture of the building you plan to model, include something (or someone) in the photo whose height you know.
Tip: Here are a few tips for estimating building height with this method:- A meter stick or a person works well.
- Position your “known quantity” as close to the building as possible for accuracy.
- Take the photo from as far away as possible to minimize vertical distortion.
You can use a photo-editing program to estimate the height of your building based on the object (or person) you included in the photograph.
Method 3: Use some simple trigonometry
With a few simple measurements, it’s possible to estimate heights with some accuracy. Take a look at the figure below. All you need to know is:
- Your distance from the building
- Your eye height
- The angle between the ground and the top of the building
Use this formula to calculate the height of the building:
Height = ( tan(angle) x distance ) + eye height
For example, given a building distance of 25 meters, an angle of 37 degrees, and an eye height of 1.75 meters, the formula would be:
Measurements box quick reference
In this section, you find tables that outline all the values the Measurements box accepts, depending on what tool you’re using. Remember that, after you use a tool, you can simply type the value and press Enter. You don’t need to click in the Measurements box. Also, until you make another change to your model or select a different tool, you can continue to enter values that modify your action.
Specifying Units of Measurement
The following table outlines how to specify units of measurement. If you don’t indicate a unit, SketchUp uses the units in your template. To see or change your default units, select Window > Model Info and select Units in the sidebar on the left.
Unit | How to Specify It | Example |
---|---|---|
Inches | number + “ | 10” |
Feet | number + ’ | 10’ |
Millimeters | number + mm | 10mm |
Centimeters | number + cm | 10cm |
Meters | number + m | 10m |
Creating Arrays
An array arranges geometry in a line (linear array) or around a point (radial array). You create an array when you copy geometry with the Move tool or the Rotate tool. The following table outlines all the modifiers you can use when creating arrays.
Array Type | How to Specify It | Example | Spacing |
---|---|---|---|
External | number + x | 3x | Equal distance as original and initial copy |
External | number + * | 3* | Equal distance as original and initial copy |
Internal | number + / | 3/ | Equal distance between original and initial copy |
Entering tool-specific measurement values
Immediately after you use a tool, you can enter precise values, which appear in the Measurements box. The values you can enter depend on the tool.
Importing Sketchup Files To Rhino Records 2017
How To Open Sketchup File
The following links point you to the article that outlines the accepted values and modifiers for each tool: