Using custom models Meshes in Frameforge, really need help.

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Using custom models Meshes in Frameforge, really need help.

Postby Ivywoodstudios » Sat May 05, 2012 3:02 pm

Hi all, yet another question lol.


ok, so ive gone to sketchup warehouse, and found a fridge. how to i add hinges etc to it? and make it available for user manipulation? is this even possible or does it have to be done externally?

if so, what is the workflow for this? i have read so far that you must add hinges through the vrml route? is this true? and does sketch up export this way?

i currently use blender for alot of my modelling, and it doesnt seem to export to vrml. does anyone use blender with this program? do they have a workflow they are willing to share with how they get custom objects into frameforge?

And if its not known/possible with blender. could i get a step by step instruction of how to

1. take a custom modelled mesh from a. blender, b. sketch up.

2. Import it into Frameforge with the data intact. textures, materials etc.

3. create hinges & user editable separate parts.

4. create a set of relationships for this object.
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Re: Using custom models Meshes in Frameforge, really need he

Postby jamesw » Sat May 05, 2012 3:36 pm

With the fridge, what you'd need to do is use SketchUp to break it into two objects, the door and the rest of the fridge, and import those two things into FrameForge separately. Put those on the set and position the door in the right place relative to the rest. Then, in FrameForge, drop in the hinge from Props/Building Blocks/Hinge & Slider, and position that where the hinge of the door should be. Select the hinge part and the 2 fridge parts. Choose Objects > Glue Objects Together. You'll get a dialog asking details about how the glued object should work, and you'll say that the door should move.

I don't know much about Blender. Can it export in FBX format? FrameForge has an FBX import, though it uses an external program, unlike the VRML and SketchUp imports.
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Re: Using custom models Meshes in Frameforge, really need he

Postby Ivywoodstudios » Sat May 05, 2012 5:29 pm

Awesome! thats exactly the workflow i was looking for.

I guess you can then store that object as a 'custom' or new object? and then create relationships with it?

BLender does export fbx yes, that is what i first tried, but i couldnt see a way to manipulate the hinges, but now i know :)
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Re: Using custom models Meshes in Frameforge, really need he

Postby jamesw » Sat May 05, 2012 7:24 pm

Ivywoodstudios wrote:I guess you can then store that object as a 'custom' or new object? and then create relationships with it?


Yes. In the Green Room dialog, look for the "Store as Virtual Object" button. When you do that, you'll get a further option of whether to create a "true FrameForge object", as opposed to a sort of recipe for gluing things together. If you don't choose that option, then the object remains as an object with stuff glued to it, and any relationships you create will be associated with the "main" part of the object. If you do choose the option, then you get a new object in its own right, which can have its own relationships but can no longer be taken apart.
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Re: Using custom models Meshes in Frameforge, really need he

Postby Banksyde » Mon May 07, 2012 5:04 pm

Another Blenderhead! Yeah, I use Blender with FF, but for some reason, I've have some trouble with importing the textures.
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