tag:blogger.com,1999:blog-16382603488950386842024-03-13T00:24:43.239-04:00PlayUp - Making it Easy to Make Worlds - www.PlayUpTools.comWhen it's easy to make content, there's more time to be creative.
PlayUp Tools is a plugin for SketchUp that allows people to create and export content to a 3D game engine.
It simplifies the process of exporting and importing content by allowing SketchUp users an easy and optimized pipeline for porting and placing a level full of components and groups into a game engine.Unknownnoreply@blogger.comBlogger53125tag:blogger.com,1999:blog-1638260348895038684.post-17876716985978692262019-06-20T10:17:00.002-04:002019-06-20T10:17:50.181-04:00PlayUp Goes FreeWe're excited to announce that we've decided to make PlayUp Tools available for free. Also would like to give a big thanks to everyone who did support us in the past--you made this possible.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-89351987498663864832017-08-13T11:38:00.001-04:002017-08-13T11:38:39.146-04:00 PlayUp for UE 4.17 Coming SoonNo new changes were required between the 4.16 version of the plugin and 4.17, so we anticipate that the submission process will go pretty fast. One thing to note that is different in 4.17 is the location of the Combine Meshes checkbox:<br />
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<br />Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-54156121237881815642017-02-18T13:36:00.001-05:002017-02-18T13:36:16.261-05:00PlayUp for UE 4.15 Coming SoonChanges to the PlayUp Tools Importer for Unreal Engine have been submitted to make it compatible with UE 4.15 and are awaiting approval. When the plugin becomes available for UE 4.15, please note that you will need to ensure the following flag for <b>Combine Meshes </b>is checked for the level import process to work properly.<br />
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<br />Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-51504433593753755512016-11-25T15:55:00.002-05:002016-11-25T16:00:06.069-05:00New Requirement for UE 4.14The PlayUp Tools importer for Unreal Engine 4.14 has been submitted to the marketplace for review. As there were no needed changes to the importer itself, we expect it will be available on the UE Marketplace shortly.<br />
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<b>IMPORTANT NOTE:</b> There was one change in UE 4.14 that does affect PlayUp Tools users. In UE 4.14, they have added a flag which allows UE 4.14 to convert the scaling of the FBX files to UE4 units. This converter is on by default, and needs to be turned off as PlayUp Tools already does the conversion process for you. </div>
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Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-23908933860744304022016-09-06T15:44:00.001-04:002016-09-06T15:44:16.751-04:00PlayUp UE4 Importer Compatible with 4.13The UE4 Marketplace has been updated to reflect that the PlayUp Tools Importer for UE4 is compatible with 4.13.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-51022671176492151752016-07-25T09:47:00.001-04:002016-07-25T09:47:10.979-04:00PlayUp Tools v 2.2.0<span style="background-color: white; color: #1d2129; font-family: helvetica, arial, sans-serif; font-size: 14px; line-height: 18px; white-space: pre-wrap;">A new version of PlayUp Tools is now live which contains improvements to the algorithm for calculating nested mirror rotations in all engines. See the <a href="http://www.playuptools.com/releasenotes.html">release notes</a> for more details.</span><br />
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<br />Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-73762977633374581902016-07-19T15:12:00.001-04:002016-07-19T15:12:43.115-04:00UE4 Bug Impacting Nested Entities with a Mirrored ParentThere is a bug that has been identified with Unreal Engine version 4.12 that can impact PlayUp users. If you have nested entities, and one of the parents of the nested entities is mirrored, UE4 is currently not properly keeping the world transform information for the entity when it attaches it to the parent entity in the world outliner.<br />
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You can read more about this bug (<span style="background-color: white; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 13px; line-height: 18px;">UE-33380</span>) here:<br />
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<a href="https://answers.unrealengine.com/questions/436476/bug-412-attachtocomponent-keepworldtransform-causi.html#comment-436476-form">https://answers.unrealengine.com/questions/436476/bug-412-attachtocomponent-keepworldtransform-causi.html#comment-436476-form</a>Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-33386654067413659272016-05-30T10:15:00.002-04:002016-05-30T10:15:54.630-04:00Texture Conversion and Export FixesA hotfix to address a couple of issues that was causing textures to not properly export and convert on some machines has been released. More details are available in the <a href="http://www.playuptools.com/releasenotes.html">release notes</a>.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-63783434984141298312016-05-24T14:01:00.000-04:002016-05-24T14:01:13.399-04:00PlayUp Tools 2.0 Launches<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 12.8px;">
<a href="http://1.bp.blogspot.com/-cFEpxpL_-B0/V0SF6XTtJ9I/AAAAAAAABYk/ZwmXwB4Ckw0efvZuPXssAPUVtvlOE-I5QCK4B/s1600/preferences.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="312" src="https://1.bp.blogspot.com/-cFEpxpL_-B0/V0SF6XTtJ9I/AAAAAAAABYk/ZwmXwB4Ckw0efvZuPXssAPUVtvlOE-I5QCK4B/s320/preferences.png" width="320" /></a><a href="http://2.bp.blogspot.com/-iQyQYegTiuE/V0SFlyYAw_I/AAAAAAAABYc/OfclO4MCEZA34RLSr8-4_lb7eD9A7p0cACK4B/s1600/projections.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://2.bp.blogspot.com/-iQyQYegTiuE/V0SFlyYAw_I/AAAAAAAABYc/OfclO4MCEZA34RLSr8-4_lb7eD9A7p0cACK4B/s320/projections.png" width="192" /></a></div>
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<span style="font-size: 12.8px;">We're very excited to announce the launch of PlayUp Tools 2.0! </span><span style="font-size: 12.8px;">Here's a quick list of some of the new features you'll find in this version:</span></div>
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<li><span style="font-size: 12.8px;">Support for Amazon Lumberyard </span></li>
<li><span style="font-size: 12.8px;">Support for Unreal 4</span></li>
<li><span style="font-size: 12.8px;">FBX file export</span></li>
<li><span style="font-size: 12.8px;">Flexible workflow options such as isolating layers, levels, and meshes separately for export</span></li>
<li><span style="font-size: 12.8px;">New projection tool</span></li>
<li><span style="font-size: 12.8px;">Better UX for bulk changes</span></li>
<li><span style="font-size: 12.8px;">and more!</span></li>
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Check out the <a href="http://www.playuptools.com/releasenotes.html">Release Notes</a> for more information. Additionally, you can find documentation, tips, and videos showing how to get your pipeline working with each engine in the new <a href="http://www.playuptools.com/guides/index.html">Guides</a> section.</div>
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<b>Give It a Try</b></div>
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We encourage you to try out the<b> <a href="http://extensions.sketchup.com/en/node/3506">30 day free trial</a> </b>and get the full functionality of the latest version of PlayUp Tools to see how we can help you save time on your projects. Find out more about <a href="http://www.playuptools.com/whatsnew.html" style="font-size: 12.8px;">what's new</a><span style="font-size: 12.8px;"> </span><span style="font-size: 12.8px;">on PlayUpTools.com.</span></div>
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If you are using Valve Source, CryENGINE 2, or SketchUp 2015, you can still download the free unsupported <a href="http://www.playuptools.com/legacy.html">legacy version</a> of PlayUp Tools from our website.</div>
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<b>Good Karma Credit</b></div>
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Over the years, some people have been kind enough to donate to our project. As a thank you, those who has donated will be getting a free license for PlayUp Tools (regardless of the amount of the donation). You should have an email from us, but if you don’t, please email us at <a href="mailto:goodkarma@playuptools.com">goodkarma@playuptools.com</a> by July 31, 2016 and we will get it sorted out for you. </div>
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Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-64863649840308933402015-10-16T10:24:00.000-04:002015-10-16T10:31:27.792-04:00Unreal Engine 4 Exporter TeaserProgress on the PlayUp exporter for UE4 is coming along with a few new challenges as every engine has it's own unique quirks. Here's a little taste of the PlayUp Tools UE4 exporter in progress:<br />
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Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-80238493885698307892015-10-02T16:10:00.001-04:002015-10-16T10:28:51.933-04:00Significant Unity 3D and CryENGINE Processing ImprovementsThe <a href="http://www.playuptools.com/downloads/">1.0.5 build</a> is highly recommended for all PlayUp Tools users as it has even bigger efficiency improvements than the September version. It reduces the number of entities generated significantly, both in Unity 3D as well as CryENGINE as scale is now properly being handled in the level and layer files. Unity 3D users can now spend less time waiting for the textures to finish as well as there is now batch processing all textures at the very end of the export process.<br />
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The Unity exporter has one other improvement: it makes only 1 material for a solid SketchUp color so that it can be managed and tweaked as one material in many meshes. For an example of how the SketchUp colors now work in Unity, let's take this example of Bumblebee that was grabbed from the SketchUp 3D warehouse.<br />
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<span style="text-align: start;">As you can see, he is not being exported as one group or component for this example. In the previous build, the material for the yellow chest plate would come into Unity 3D with the name "chestplate-1-SUDCColorE01" and the yellow helmet would be "helmet-1-SUDCColorE01". So if you wanted to change the yellow to be a little more shiny, you would have to change each material for each piece. However, now there is only the material "SUDCColorE01".</span></div>
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<span style="text-align: left;">Which means you now only have to modify one material to get the desired effect. </span></div>
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In addition, there was a bug fix for CryENGINE that only occurs very rarely with nested rotated entities. On these rare occasions, sometimes a value is pushed out of the -1 to 1 range for acos and asin causing an export to fail. This is now being handled properly.<br />
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Enjoy!Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-52947716746915688602015-09-23T14:41:00.001-04:002015-09-23T14:41:48.195-04:00Build 1.0.4 Brings Efficiency Improvements<a href="http://www.playuptools.com/downloads/">PlayUp Tools Exporter version 1.0.4</a> brings some great efficiency improvements that should speed up your overall export time. One fix that will affect all users is the changes that have been made to assure a group or component repeated multiple times in a level will not appear as a new group or component scaled by 99%.<br />
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Another big change is the improvements to the texture processing for the CryENGINE exporter. Prior to this build, PlayUp was exporting every texture while it processed every mesh. Now it batches the textures that need to be processed so that it can run the processing for each texture just once at the end. You can now see what textures are processed in the PlayUp logging feature for the Ruby console. <i>Note: This has not been revisited for the Unity Exporter yet, but it is on the to-do list.</i><br />
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In addition, changes to the DAE file format and MTL files for CryENGINE now allow you to import into CryENGINE without having to remap your materials in the material editor. It also fixes some new bugs that have cropped up with the pathing changes made in more recent versions of CryENGINE.<br />
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<b>Some notes about dependency changes for Windows 10:</b><br />
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<b>Microsoft Silverlight:</b><br />
It has also come to my attention (since upgrading to Windows 10) that the prepackaged installer for Microsoft Silverlight that is bundled into PlayUp no longer works. Therefore users who upgrade to Windows 10 will need to install the <a href="http://www.microsoft.com/silverlight/">latest version of Microsoft Silverlight</a> from the official website in order to use the PlayUp Geometry Properties feature.<br />
<br /><b>ImageMagick:</b><br />
In addition, if you are having issues with your textures not being generated properly, make sure that you have the <a href="https://www.microsoft.com/en-us/download/details.aspx?id=40784">Visual C++ 2013 Redistributable Package</a> installed (as is recommended on the <a href="http://www.imagemagick.org/script/binary-releases.php#windows">ImageMagick download page</a>).<br />
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If that doesn't work, you can download the static version of ImageMagick which does not use dynamically linked libraries (currently ImageMagick-6.9.2-3-Q16-x64-static.exe).Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-32041963314805127042014-12-11T17:20:00.000-05:002014-12-11T17:25:44.563-05:00Build 1.0.3 Now Available with Changes to Unity ExporterUnity users will be happy to know that there is a major improvement in this build for managing meshes. Every exported component/group is now neatly collapsed into one mesh with all of the materials being referenced from one object in your heirarchy. In addition, it will be easier to identify the meshes as they are now named more clearly as "<b>PlayUp_YourComponentOrGroupName</b>". Visit the <a href="http://www.playuptools.com/downloads/">download section</a> to get the PlayUp Tools 1.0.3.<br />
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As an additional note, PlayUp Tools will no longer be updated on the SketchUp Extension Warehouse. While I would like to continue to support the extension warehouse, it took Trimble almost 3 weeks to respond after submitting the last update. I know many of you would rather get the updates sooner than later, therefore I will be focusing on putting the updates on the main website only until Trimble improves and hopefully one day automates the submission process.<br />
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Happy Holidays!Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-90943618176804962112014-11-22T00:27:00.002-05:002014-11-22T00:27:37.616-05:00Sneak Peek: Mesh Improvements for UnityOne consolidated mesh with multiple associated materials in one place, as well as a new mesh naming convention. Coming soon for Unity 3D users.<br />
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<br />Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-65173628078010340552014-10-03T21:17:00.002-04:002014-10-03T21:18:05.603-04:00PlayUp Preferences and CryENGINE Master MTL FixesThe 1.0.2 build comes with some modifications to the Preferences window as well as fixes and optimizations to CryENGINE. Below is the changelist:<br />
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<li>Preferences now correctly applying material name field to layer name field for CryENGINE 3. </li>
<li>Moved jquery UI scripts to be local so that Internet is not required to access preferences window properly. </li>
<li>Preferences will now append missing convert.exe and rc.exe to the end of the RC and ImageMagick paths automatically. </li>
<li>Fixed issue where textures weren't being exported for a new file using a master mtl. </li>
<li>Changed the RC process to a batch process all of the DAEs in the directory at once via PlayUpBatch.XML. </li>
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As always, please let me know if you see any issues with this new build. It has been tested in SketchUp 8 and SketchUp 2014. Note that it will not be available on the SketchUp Extension website until sometime after October 5th since the extension review team is at the SketchUp Developer Conference, however you can <a href="http://www.playuptools.com/downloads/">download</a> it directly from the official PlayUp Tools website.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-8016913557872267522014-04-09T00:11:00.002-04:002014-04-09T00:11:22.773-04:00CryENGINE Bug Fixes and Unity 3D Custom Export DirectoriesPlayUp Tools Exporter version 1.0.1 fixes an issue introduced with SketchUp 2014 where colored (not textured) faces were not exporting correctly to CryENGINE.<br />
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In addition, the Unity 3D exporter now allows you to specify a custom export path. <br />
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<a href="http://1.bp.blogspot.com/-w371pNcvh9U/U0TEjzyYoZI/AAAAAAAAAt0/_Ss61E9AXc4/s1600/unitycustomdir.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-w371pNcvh9U/U0TEjzyYoZI/AAAAAAAAAt0/_Ss61E9AXc4/s1600/unitycustomdir.jpg" height="387" width="400" /></a></div>
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Should you forget to change this field, the default is still:<br />
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<your assets="" path="">/PlayUp </your><br />
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You can also change the location outside of preferences when saving your level file.<br />
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Please note that the new Unity 3D feature requires you to update your PlayUp to Unity 3D Importer package in order to load assets from the custom directory correctly. The latest version of the PlayUp to Unity 3D Importer is located on the PlayUp Download page.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-77498276465367733912014-03-26T19:20:00.000-04:002014-03-28T00:23:19.480-04:00SketchUp 2014 BuildVersion 0.9.9.3 of PlayUp Tools supports SketchUp 2014 and can now be installed through the Extension Warehouse,<b> however, if you are not using SketchUp 2014 there is no reason to upgrade just yet as this build is purely a port of the current functionality.</b> In fact, we had to make some minor sacrifices for SketchUp 2014 due to limitations with the latest version of SketchUp:<br />
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<div>
1. You can no longer browse directory folders in the PlayUp Preferences menu. <br />
<b><span style="color: red;">2. You must now install another 3rd party tool called <a href="http://www.imagemagick.org/script/binary-releases.php#windows">ImageMagick</a> to convert textures. </span></b><br />
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<b><span style="color: red;"><br /></span></b></div>
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<a href="http://4.bp.blogspot.com/-1yLvIdwnYcs/UzNck2b_igI/AAAAAAAAAro/DnBEScs1W_E/s1600/newprefs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-1yLvIdwnYcs/UzNck2b_igI/AAAAAAAAAro/DnBEScs1W_E/s1600/newprefs.jpg" height="388" width="400" /></a></div>
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<b>Technical Explanation: </b>SketchUp 2014 now uses Ruby 2.0, and Ruby 2.0 no longer allows us to load DLL files. In previous versions, PlayUp Tools uses DLL files to convert textures as well as run an interface framework called wxSU that allows the ability to browse folders on a computer. </div>
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On the bright side, now that we've been forced to remove all of the DLL files, it makes this version eligible for inclusion on the SketchUp Extension Warehouse and no longer requires an installer. Simply download the .RBZ file (either from the SketchUp Extension Warehouse or the <a href="http://www.playuptools.com/downloads"><b>PlayUp Tools download page</b></a>) and following the installation instructions <a href="http://help.sketchup.com/en/article/38583"><b>here</b></a>. <br />
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<i><b>UPDATE: </b>Fixed a major crash bug with 0.9.9.3 where PlayUp was looking for a registry entry that had been depreciated. Please read the release notes for up-to-date information on this latest build. ImageMagick is currently required for Unity and CryEngine users.</i><br />
<i><br /></i>
<i><b>UPDATE:</b> Fixed a CryENGINE level export error due to a syntax requirement with Ruby 2.0. This build is confirmed to work with CryENGINE 3.5.8 (and its accompanying RC.EXE).</i></div>
Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-29442591651360400022013-09-25T10:29:00.001-04:002013-09-25T10:29:17.238-04:00PlayUp Now Compatible with SketchUp 2013<a href="http://www.playuptools.com/downloads/">PlayUp Tools Alpha Version 0.9.9.2</a> is now compatible with SketchUp 2013. Enjoy!<br />
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In addition, CryENGINE's latest RC.EXE appears to be having issues with DAEs that contain collision. You can download an older RC.EXE on the right-hand side of the <a href="http://www.playuptools.com/downloads/">download page</a> to get around the bug.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-28325917599283866462013-02-10T02:39:00.000-05:002013-02-10T02:39:17.032-05:00More Control Over CollisionThis <a href="http://www.playuptools.com/downloads">latest build</a> gives you more control over your collision settings in CryENGINE. Under the CryENGINE 3 preferences tab, you will now notice a Collision Default setting with On/Off as your choices. This means that if you didn't explicitly set your components & groups to a collision type, it will default to this setting. This also means that you will see "Default" as the default value in the collision dropdown for the geometry properties window.<br />
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<a href="http://4.bp.blogspot.com/-nvVHJQ_X38Q/URdNfGVq8wI/AAAAAAAAAa8/x5PMO6NM2uo/s1600/collisiondefault.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="420" src="http://4.bp.blogspot.com/-nvVHJQ_X38Q/URdNfGVq8wI/AAAAAAAAAa8/x5PMO6NM2uo/s640/collisiondefault.jpg" width="640" /></a></div>
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As a footnote to CryENGINE 2 users, this switch also works for CryENGINE 2 even though it is located in the CryENGINE 3 tab. As PlayUp do not have a versionless "CryENGINE" tab, it was easier to let it control both for now than split it.<br />
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This patch should fix a lot of the more recent collision issues people have been reporting from the last patch. Let me know if you are still experiencing problems, and have a Happy Chinese New Year!Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-67445478728745207952012-11-12T05:35:00.000-05:002012-11-12T05:35:29.555-05:00Cancelling Level Export, Overwriting MTLs, and Custom Layer Names<a href="http://www.playuptools.com/downloads/">PlayUp Tools Alpha version 0.9.9.0</a> is now available. How many times have you hit the export level icon accidentally and had to wait for the process to complete before you could get back to your work? Well now users will have a chance to cancel the export.<br />
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Now if you hit the export level icon, you will see this message:<br />
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<a href="http://4.bp.blogspot.com/-fAuon5UN210/UKDFFXJUbkI/AAAAAAAAAaY/YzE1VT5vIDQ/s1600/build0990b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-fAuon5UN210/UKDFFXJUbkI/AAAAAAAAAaY/YzE1VT5vIDQ/s1600/build0990b.jpg" /></a></div>
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Additionally, CryENGINE 3 users will rejoice at a couple of small but helpful improvements to this build. The first improvement is a message box on export that asks if you want to overwrite any existing material files:<br />
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<a href="http://2.bp.blogspot.com/-Flsa1L6YYoQ/UKDFG6023mI/AAAAAAAAAao/S0JZw86xJak/s1600/build0990d.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-Flsa1L6YYoQ/UKDFG6023mI/AAAAAAAAAao/S0JZw86xJak/s1600/build0990d.jpg" /></a></div>
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<i>What CryENGINE 3 users see if they are using a master material file...</i></div>
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<a href="http://4.bp.blogspot.com/-IG-V3Kn8oxE/UKDFGMjLvQI/AAAAAAAAAag/fVZWsK2Oeqs/s1600/build0990c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-IG-V3Kn8oxE/UKDFGMjLvQI/AAAAAAAAAag/fVZWsK2Oeqs/s1600/build0990c.jpg" /></a><br /><i>What CryENGINE 3 users see if they are NOT using a master material file...</i></div>
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In both cases, hitting "Cancel" will cancel the level export process as well.<br />
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The second improvement for CryENGINE 3 users is the ability to name the layer file you are exporting to in the preferences menu:<br />
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<a href="http://3.bp.blogspot.com/-2dkqp8mfuvs/UKDFEWtmJkI/AAAAAAAAAaQ/UPb88Wj91-4/s1600/build0990a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-2dkqp8mfuvs/UKDFEWtmJkI/AAAAAAAAAaQ/UPb88Wj91-4/s1600/build0990a.jpg" /></a></div>
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It is important to note that you <b><span style="color: red;">MUST SAVE YOUR SKETCHUP FILE </span></b>after changing and saving the layer name in your preferences. This is because every new layer name generates a unique ID number that is being stored in your SketchUp file. If you close your SketchUp file without saving it, then the unique ID does not get saved. CryENGINE 3 requires every layer to have a unique ID, and not just a unique name. </div>
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In the example above, let's say you change the layer name to "Props.lyr", export the level, and forget to save the SketchUp file. The next time you open and export that Props layer, it will end up on a 2nd "Props" layer in CryENGINE 3, even though it may share the same name as the first one you exported.</div>
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Unlike custom-named layers, the default "PlayUp" layer is different in that the unique ID is not generated, but is the same across all SketchUp files.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-26171067975436051132012-09-07T07:37:00.001-04:002012-09-07T07:37:31.418-04:00Shiny New Web SiteI finally got around to replacing the website with something a little nicer. Enjoy!Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-4861927787673771112012-08-19T04:34:00.002-04:002012-09-07T07:29:26.411-04:00Major Fix to Unity3D Exporter<span style="color: black;"><a href="http://www.playuptools.com/downloads/">PlayUp Tools version 0.9.8.9</a> is now available. Unity3D users will be happy to note that this version fixes a major bug with incorrectly assigned normals on nested components and groups.</span><br />
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<a href="http://4.bp.blogspot.com/-jPDxGSzWR34/UDCj9GxrpLI/AAAAAAAAAZo/eTaJXW559jg/s1600/unity-lighting-fix.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" height="235" src="http://4.bp.blogspot.com/-jPDxGSzWR34/UDCj9GxrpLI/AAAAAAAAAZo/eTaJXW559jg/s400/unity-lighting-fix.jpg" width="400" /></span></a></div>
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Figure 1. Fixed incorrectly assigned normals where Y and Z axes were swapped.</div>
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<a href="http://4.bp.blogspot.com/-JU_Je_Fn-zA/UDCkHyvR_FI/AAAAAAAAAZ4/fUzVCuUwU7I/s1600/unity-lighting-nested-issue.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" height="246" src="http://4.bp.blogspot.com/-JU_Je_Fn-zA/UDCkHyvR_FI/AAAAAAAAAZ4/fUzVCuUwU7I/s400/unity-lighting-nested-issue.jpg" width="400" /></span></a></div>
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Figure 2. Before the fix, nested components and groups had nearly </div>
the same normal values applied to the entire nested geometry.<br />
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<a href="http://4.bp.blogspot.com/-Ry7NecNSmBI/UDCkHAdXSdI/AAAAAAAAAZw/fJ_fL7nRCj8/s1600/unity-lighting-nested-issue-fix.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" height="235" src="http://4.bp.blogspot.com/-Ry7NecNSmBI/UDCkHAdXSdI/AAAAAAAAAZw/fJ_fL7nRCj8/s400/unity-lighting-nested-issue-fix.jpg" width="400" /></span></a></div>
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Figure 3. What the same geometry looks like after the fix.</div>
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This should mark the end of weirdly lighted objects.<br />
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Also, LoDs are now loosely supported for Unity3D. PlayUp will export the geometry for the LoDs assigned to a given high resolution model, but it does not automatically include it in your scene as the LoD functionality is only available to Unity Pro users.<br />
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<a href="http://2.bp.blogspot.com/-SNp1IzRDfTo/UDCk8ugGysI/AAAAAAAAAaA/tBBBySjg4ck/s1600/lods-unity.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" height="400" src="http://2.bp.blogspot.com/-SNp1IzRDfTo/UDCk8ugGysI/AAAAAAAAAaA/tBBBySjg4ck/s400/lods-unity.jpg" width="381" /></span></a></div>
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Additionally, the vertices counter has been tweaked to work properly with nested geometry.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-61995910072512468332012-08-18T10:56:00.001-04:002012-09-07T07:44:47.174-04:00Part VIII: Additional Tutorial: FP16<span style="background-color: white;"><br /></span>
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<div style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px; text-align: center;">
<span style="background-color: white;"><span style="font-size: 28px; margin: 0px; padding: 0px;"><strong style="margin: 0px; padding: 0px;">8.</strong> Additional tutorial: FP16</span><br style="margin: 0px; padding: 0px;" /><em style="margin: 0px; padding: 0px;">working with engine limitations</em></span></div>
<div style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px; text-align: center;">
<b style="background-color: white; font-family: Arial, sans-serif; font-size: 11px; line-height: 18.383333206176758px;">Author: bac9-flcl</b></div>
<span style="background-color: white;"><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;">This tutorial covers the issue that is present only in the late iterations of CryENGINE3. It is not mandatory if you're working with an early Educational release of this engine or with CryENGINE2.</span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 21px; margin: 0px; padding: 0px;"><strong style="margin: 0px; padding: 0px;">8.1.</strong> Introduction</span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">CryENGINE3 employs half-precision floating-point format (FP16) to store the coordinates of vertices in geometry. This gives better performance, but has serious drawbacks: obviously, in some cases, it lacks the precision necessary to represent a geometry properly. Distortions occur, especially in objects of large size with relatively small details, on curved surfaces, and in other complicated cases.</span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Let's take a look at how this works and how to squeeze the highest precision possible out of that format.</span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Easiest way to think of the vertex position format limitations is to imagine a 3-dimensional grid. Like this:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;"><br /></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/5FS7V.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Essentially, every intersection of that grid is one possible position that can be occupied by a vertex. Smallest possible step in any direction equals is a grid step size.</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/ME6CH.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Of course, actual range of values of FP16 is bigger. If I remember correctly, it allows 2048 or 1024 possible positions on each axis. So you should imagine a denser grid, closer to something like this:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/3m1KC.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">So, how does it work when your geometry is exported into the engine? Let's take a look at one example. Here is a curve that could have been a part of some complex big object, and a grid of possible values in relation to it:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/xrMfR.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">I think it will be easier to explain if I use 2d grid, hence no third axis, too much visual clutter. So, what will happen with the vertices of our curve? They will be moved to nearest possible position:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/Q0DGe.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Obviously, this isn't nice. Such distortions can often break detailed curves, turn edges with slight slopes into entirely parallel to one axis, or, even worse, merge several vertices into one point. So let's see if we can minimize that impact. We will use a simple flat component like this:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/cUjHV.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">One note before we proceed: everything I cover here is only relevant to the parent component in your object hierarchy, one that you will be exporting. Pivot position and other axes-related settings in sub-components don't matter, as CryENGINE3 exporter is seeing your model as a solid one-layer object, reading only the pivot from the highest component in the structure.</span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">So, as you know, your SketchUp model has coordinate axes and a central point (pivot). Also, each and every component has it's own inner central point, and can even use it's own directional setup of axes. We are particularly interested in the pivot of the parent component, one you will be exporting into the engine. Open it for editing, and you will see this point, with axes intersecting in it:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/bY7QW.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">This is the default pivot position SketchUp creates in every component: corner of the bounding box. Now, what determines the grid precision is, first of all, the scale of your object. In this case, the dimensions are 2.6x2m:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/pQ9HZ.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">So the grid will be scaled to cover that 2.6x2m area? Unfortunately, no. The possible range of vertex positions has to cover both negative and positive values to an equal extent. So, actually, these are base dimensions: 2.6m both ways and 2m both ways:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/drxOU.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">This way, your entire geometry is encompassed in the grid range, and the range is equal on both sides of zero. Looks like this:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/nCi7Q.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">As you can see, it's a horrible waste: 3/4 or possible range is not employed to describe your geometry. And when we take 3d grid, it's even worse: 7/8 of range goes nowhere. </span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">But there is a very obvious solution to this: why can't we just move the pivot to a point that is equally distant from extreme points of an object from each axis? Like this:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/xhJZm.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br /><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/eR8sG.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Now we have equal 1.3m and 1.0m distances from the center point to each border. And here is how it will affect the grid of possible vertex positions:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/pYZYa.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">It's four times better (8x if we're talking about actual 3d)! To complete this example, let's take a look at how this object will change when nearest possible vertex positions will be used:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/eRrcp.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 21px; margin: 0px; padding: 0px;"><strong style="margin: 0px; padding: 0px;">8.2.</strong> Example</span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Now let's take a look at the real asset and at how can we do the same trick with it. Let's say we have a building. First we should determine the dimensions of the object - center points of these lines will help us to find the place where pivot should be situated. Drawing these lines should be easy:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/BTM6N.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;"> </span><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Next, we'll need the midpoints of those lines.</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/nQI56.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">From them, we can draw the central point of the whole object:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/jwOGR.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Here it is with non-hidden building model:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/F87B6.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Now all we need to do is just to move the pivot to that point. Open the parent component for editing, click on RMB anywhere in empty space, and choose the Change Axes context menu option:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/iia8M.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Carefully fix the axes on that point (don't mess their directions up):</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/URBo9.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">And we're done!</span></span><br />
<span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><span class="reimg-zoom" style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 1px; padding: 0px; position: absolute;"><span style="background-color: white;"><img alt="Zoom in (real dimensions: 600 x 600)" class="reimg-zoom" src="http://www.crydev.net/images/spacer.gif" style="background-image: url(http://www.crydev.net/styles/twilightBB/imageset/icon_reimg_zoom_in.gif); background-position: 0% 0%; background-repeat: no-repeat no-repeat; border: none !important; cursor: pointer !important; height: 20px; margin: 0px; opacity: 0.5; padding: 0px; width: 20px;" title="Zoom in (real dimensions: 600 x 600)" /></span></span><span style="background-color: white;"><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/jL70H.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px;">Now, compare how the grid would've looked without our intervention, and how it looks now:</span></span><br />
<span style="background-color: white;"><span style="font-family: Calibri, Lucida Grande, sans-serif, Arial;"><span style="font-size: 14px;"><br /></span></span><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/zk5dQ.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br /><img alt="Image" class="reimg-both reimg-link" src="http://i.imgur.com/Cr83S.jpg" style="border: none; font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" title="Zoom in (real dimensions: 600 x 600)" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><br style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px; padding: 0px;" /><span style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 21px; margin: 0px; padding: 0px;"><strong style="margin: 0px; padding: 0px;">8.3.</strong> Notes</span></span><br />
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<ul style="font-family: Calibri, 'Lucida Grande', sans-serif, Arial; font-size: 14px; margin: 0px 1em; padding: 0px;">
<li style="list-style: disc !important; margin: 0px 1em !important; padding: 0px;"><span style="background-color: white;">Ideal pivot placement is not crucial, you won't lose much of the precision if you have a slight offset. It's just easier sometimes, as just drawing lines from dimensions midpoints saves you some time thinking.</span></li>
<li style="list-style: disc !important; margin: 0px 1em !important; padding: 0px;"><span style="background-color: white;">If your object vertical dimensions are significantly lower than horizontal ones, you can place the pivot on the horizontal intersection below, without raising it up. Vertex precision on your vertical axis is high anyway, and you will save yourself some time in the editor, as you won't need to excavate your buildings from underground. It is especially recommended for small props or anything else you'd like to place frequently. Precision < headache, especially if you'll need to place 10000 trashcans or something like that.</span></li>
<li style="list-style: disc !important; margin: 0px 1em !important; padding: 0px;"><span style="background-color: white;">Sometimes, even ideal pivot position does not cut it, and you still see intolerable precision artifacts on your model. If distortions are too severe, consider splitting your model into several smaller ones. One golden rule for this is to always place pivots of the parts on a regular grid (for example, with 1m step), so that it will be extremely easy to assemble them in the Editor (by turning on grid snapping). In this case, again, maintaining ideal center position is not too important, just make sure pivot is placed on the closest grid intersection to the center.</span></li>
</ul>
Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-39605730305738969972012-08-18T10:38:00.002-04:002012-08-18T10:38:29.976-04:00Fixes to LoDs and Vertices CounterA new build of PlayUp Tools awaits in the <a href="http://www.playuptools.com/downloads/">Download section</a>. This build fixes a bug with the LoD support for CryENGINE so that you can now set components as well as groups to be LoDs. There is also a fix to the vertices counter which now correctly counts the vertices for multiple repeated components in a selection.Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1638260348895038684.post-79647589644345464792012-07-24T11:44:00.000-04:002012-09-07T07:41:20.015-04:00LoD Support, Vertices Counter and Export LogsYou voted for it via the new <a href="http://playuptools.uservoice.com/" target="_blank">Suggestion Box</a>, and now LoD support for CryENGINE is here. In addition, PlayUp now has a vertices counter as well as a way to turn on export logs in the Ruby console. LoD and export log support for Unity 3D are still to come. Grab the latest version in the <a href="http://www.playuptools.com/downloads/" target="">Download section</a>.<br />
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<b>LoD Support (CryENGINE)</b><br />
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<b><span style="color: #a64d79;">What is it?</span></b><br />
You have a highly detailed model that looks great close up, but you don't really want to render all of those polygons when it's in the distance. LoDs are lower poly models that the engine will swap out for you when you reach a certain distance from the object.<br />
<br />
<b><span style="color: #a64d79;">How many can I have? How many do I need?</span></b><br />
The maximum limit is up to 6 LoDs. You do not have to have all 6.<br />
<br />
<b><span style="color: #a64d79;">I see these LoDs are numbered. How do I order them?</span></b><br />
The lowest number, LoD #1, is the next highest polygon count after your high detailed mesh. LoD #6 would be the lowest polygon count of the group. You cannot skip a number. If you do, anything higher than the number you skipped will be ignored by the engine.<br />
<br />
<b><span style="color: #a64d79;">I've made my models. How do I link them?</span></b><br />
Simply nest them inside your high detailed model and use the PlayUp Geometry Properties view to tag them as LoD1, LoD2, etc. See below for an example.<br />
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<a href="http://1.bp.blogspot.com/-Nt_hXLrA8Yc/UA67BaybNcI/AAAAAAAAAY0/TCysHiLj9TQ/s1600/build-lod-vertcount.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="325" src="http://1.bp.blogspot.com/-Nt_hXLrA8Yc/UA67BaybNcI/AAAAAAAAAY0/TCysHiLj9TQ/s400/build-lod-vertcount.jpg" width="400" /></a></div>
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<i>Figure 1. The group named "house_detail_1" is nested inside the <br />high detailed group called "house" and has been tagged as LoD1.</i></div>
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<b><span style="color: #a64d79;">What do I name the LoDs?</span></b></div>
<div style="text-align: -webkit-auto;">
It doesn't matter. They will assume the name of the high detailed model with "_lod#" appended to the name. In the example above, the selected model will export as "house_lod1.cgf".</div>
<br />
<b><span style="color: #a64d79;">How can I test that it is working in the engine?</span></b><br />
In the CryENGINE console, type "e_debugdraw 3". This will show a number on your model like "1/4" (see below). <br />
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<a href="http://1.bp.blogspot.com/-gTfLzUc474c/UA69SkNVQiI/AAAAAAAAAY8/eTmHVZYn1nw/s1600/build-lod1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="303" src="http://1.bp.blogspot.com/-gTfLzUc474c/UA69SkNVQiI/AAAAAAAAAY8/eTmHVZYn1nw/s400/build-lod1.jpg" width="400" /></a></div>
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<i>Figure 2. Using "e_debugdraw 3" to view an entity</i></div>
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What that is indicating is that you are looking at one out of four possible models that this entity can be. If you increase the LodRatio in the GeomEntity Params for this model, you can adjust how far you need to be from it before it swaps out the model.<br />
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<a href="http://2.bp.blogspot.com/-UypEvqgwztI/UA6-GYZsd_I/AAAAAAAAAZE/UT86BEBNV3Q/s1600/build-lodratio.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" src="http://2.bp.blogspot.com/-UypEvqgwztI/UA6-GYZsd_I/AAAAAAAAAZE/UT86BEBNV3Q/s1600/build-lodratio.jpg" /></a></div>
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<i>Figure 3. Adjusting the LodRatio</i></div>
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<b>Export Logs (CryENGINE)</b><br />
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<b><span style="color: #a64d79;">What is it?</span></b><br />
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In your SketchUp Ruby console, you can now see everything that gets generated (with the exception of CGF files since those get compiled by an external EXE).</div>
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<a href="http://4.bp.blogspot.com/-thwzIkrywKw/UA7AHY0jp0I/AAAAAAAAAZU/zoSP1WdMyNI/s1600/build-logger-logs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-thwzIkrywKw/UA7AHY0jp0I/AAAAAAAAAZU/zoSP1WdMyNI/s1600/build-logger-logs.jpg" /></a></div>
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<i>Figure 4. Sample of an export log</i></div>
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<b style="text-align: -webkit-auto;"><span style="color: #a64d79;">How do I use it?</span></b></div>
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There is a new option in your PlayUp Preferences menu to turn this feature on. Check the box, and remember to bring up your Ruby console on export.</div>
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<a href="http://2.bp.blogspot.com/-7cCmqDNWZzc/UA7AXyA1T0I/AAAAAAAAAZc/-A6bYITvoN0/s1600/build-logger.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-7cCmqDNWZzc/UA7AXyA1T0I/AAAAAAAAAZc/-A6bYITvoN0/s1600/build-logger.jpg" /></a></div>
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<i>Figure 5. New check box in preferences to enable logging feature</i></div>
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<b>Vertices Counter</b></div>
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<b><span style="color: #a64d79;">What is it?</span></b></div>
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<img border="0" src="http://1.bp.blogspot.com/-Aa4aP2KlcH0/UA6-60NW8mI/AAAAAAAAAZM/tygjDi5DL6g/s1600/icon-check_vertcount.png" style="text-align: center;" /><br />
It's a new button on your toolbar that allows you to check the vertices (including all of the nested vertices) of your selection.</div>
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