The SketchUp importer enables direct import of scene files from SketchUp.
3ds Max has two different importers for SketchUp files. The legacy importer can import SketchUp files from version 6 through SketchUp 2014, and the newer default importer can import any SketchUp files.
Warning: The legacy importer is no longer supported and may be removed. Please update any scripts and/or pipelines using the legacy importer to the new default importer to prevent failures.
You can import multiple cameras and scene materials, and can keep objects intact even if they reside on multiple layers
When bringing an SKP file into
3ds Max, all objects are imported except (optionally) hidden objects. Existing
3ds Max scene contents remain intact. All imported geometry from SketchUp takes the form of editable poly objects in
3ds Max. If an imported group, component, or layer contained multiple objects in SketchUp, the resulting
3ds Max object will contain multiple elements corresponding to those objects.
The objects in
3ds Max that result from importing an SKP file depend on how the SketchUp scene is organized into groups, components, and layers. The following rules apply:
- The importer retains the original names of groups, components, and layers, and appends an underscore character (_) and a three-place number (for example, _001) in case multiple objects result from importing the entity.
Tip: To rename a group in SketchUp, use the Window menu
Outliner feature. You can also rename a component with the Outliner, but the imported name is always the one specified when the component was created.
- If a scene contains only layers (no components or groups), all objects in each layer are imported as a single object named after the layer. In this case, the Split Objects By Layer import setting has no effect on the results. Split Objects By Layer takes effect only when different parts of objects in a group or component belong to different layers.
- Groups and components have priority over layers. For example, if a layer contains four objects, two of which are in a component, the two componentized objects will be imported as a single object with the component name, while the other two (non-componentized) objects will be imported as a second object with the layer name.
- The pivot point of each imported component or object group is retained from SketchUp. For objects not part of a component or group, the importer places the pivot at the geometric center.
- With multiply nested groups and components on the same layer, only the lowest-level grouped objects are imported as a single object. For example, say you group Box A and Box B, then group that group with Box C, and finally group
that group with Box D. The result in SketchUp is a three-level nested group, but the importer recognizes only the first group. Thus, when you import the scene, Box A and Box B will come in as a single object, and both Box C and Box D will be separate objects. This behavior applies to components and mixed groups/components as well.
- Components and groups contained within components are imported as instances, when possible. However, no instancing occurs when components of the same type have different numbers of materials.
Interface - default importer
- Up Axis
- Different applications use different axes for the up-axis. Select the appropriate axis for the file you are importing. Default=Z-Up.
- Hierarchy Mode
- Groups imported objects. To preserve groupings, you can use 3ds Max groups or layers. The groups or layers are nested according to the organization of the original scene. Default=Using Grouping.
-
Using Grouping: Objects are placed in 3ds Max groups according to the group they belong to in the imported file.
-
Using Layer: Objects are placed in 3ds Max according to the layer in which they reside in the imported file.
-
Flattened: Objects are not grouped and are imported as independent 3ds Max objects.
- Preserve Layers
- Keeps all layer information from the original SketchUp file and uses it in 3ds Max to assign objects to layers.
- Import Cameras
- Imports cameras.
- Import Textures
- Imported textures are saved in the project's textures folder.
- Double Sided Materials
- Covers faces with double-sided materials, giving the appearance of correct orientation to flipped faces. Faces will still export in their original state.
- Import Hidden Objects
- Imports all hidden elements from the SketchUp file.
Interface - legacy importer
Note: The legacy importer can only import SketchUp files from version 6 through SketchUp 2014.
Warning: The legacy importer is no longer supported and may be removed. Please update any scripts and/or pipelines using the legacy importer to the new default importer to prevent failures.
Objects group
- Skip Hidden Objects
- Does not import objects hidden in SketchUp.
Note: This also applies to objets in hidden layers.
- Cameras
- When the SketchUp file contains one or more scenes, a target camera is created for each scene replicating its point of view; each camera's name derives from the respective scene name. If no scenes exists, a camera is created named
skpCamera replicating the point of view in the file. If not selected, no cameras are created.
The current point of view in 3ds Max is always retained; no camera is activated automatically. Also,
Zoom Extents On Import (
Preference Settings > Files panel > Import Options group).
Tip: To create multiple cameras in SketchUp, use the Scenes feature available on the Window menu.
- Split Objects by Layer
- Breaks up objects in groups and components into different objects by layer. When not selected, groups and components remain intact and layer information within groups and components is disregarded. Applies only to groups and components.
Normally, each layer in the SketchUp file is converted to a separate object containing all objects on the layer. However, in SketchUp it’s possible to have different parts of an object belong to different layers. For example, one side of a box could be on Layer1, while the other sides are on Layer2. If you simply import the scene that way, the geometry belonging to different layers will be split up among the resulting objects, so that the Layer1 object will contain a separate, “floating” polygon and the Layer2 object will contain an open-sided box. However, if you place the split-up box in a component or group and turn off Split Objects By Layer, the entire box will come in as a single object, or as an element in a multi-element object.
Tip: For best results, before importing, ensure that all polygons in each object are on the same layer in SketchUp.
- Daylight System
- When on, creates a
3ds Max Daylight system consisting of a Sunlight and Skylight in the imported scene. The importer derives the Latitude and Longitude settings of the Sunlight from information in the SketchUp file as well as the date and time. The Daylight system compass is placed at the center of the imported object, with Z (vertical position) set to 0.
Tip: In SketchUp, you can set the location data with Google Earth, if it’s installed, or on the Model Info dialog
Location panel.
Materials group
- Extract Embedded Textures to Folder
- Displays the folder to which the importer extracts embedded textures. By default, this is the
\sceneassets\images\
branch within the active project folder.
Image files used in materials in the imported SketchUp file are simply copied to this folder, using the original file format. Because the images are embedded within the SketchUp file, the original files need not be present on your system.
Note: Images in Targa (TGA) and PSD formats are converted to PNG format.
- Fromt/Back Materials as Double Sided 3ds Max Materials
- When on, if a polygon in the imported scene has different materials applied to both sides, the importer creates a corresponding Double Sided material containing both materials. When off, the importer creates materials only from the “outside” surfaces of any double-mapped faces.
Tip: To see the “inside” textures in
3ds Max, you need to render the scene.
The front material uses map channel 1 and the back material uses map channel 2. If a material is used on both sides of a surface, it is not instanced upon import, but instead is assigned to both channels. Also, when no texture is assigned to a polygon, it has back-side texture mapping upon import assigned to map channel 2.
If imported geometry contains multiple polygons mapped with different materials, the importer generates corresponding Multi/Sub-Object materials. If this switch is on, the importer uses a Double Sided material as the sub-material for each double-mapped polygon.
If different polygons contains the same texture or pair of textures, only one such material is created, and is applied to each corresponding polygon.