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PlayUp Tools now exports from SketchUp to Unity 3D

Discussion in 'External Tools' started by nintari, Apr 17, 2010.

  1. dagbud

    dagbud

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    Nov 10, 2009
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    Makes perfect sense.
     
  2. Dogflap

    Dogflap

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    Aug 20, 2010
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    Sorry if this is a stupid question but im not a really a sketch up user. I downloaded it to test what you had made and thaught it could speed things up. Anyway, when i go into sketch up there is no plug in button at the top or way to use it. Is there some thing i am doing wrong?
     
  3. nintari

    nintari

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    Jul 7, 2009
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    Open SketchUp.

    Go to Windows > Preferences.

    In the Extensions view, click the checkbox next to "PlayUp".
     
  4. pandigital

    pandigital

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    Mar 20, 2009
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    Hi Nintari

    Did anything happen regarding the mac version of this plugin?
    Would be a very useful asset in my workflow at the moment

    Thanks
     
  5. AdamH

    AdamH

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    May 13, 2011
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    Likewise. Mac user here. I have some Sketchup models that I'd like to try this with. Cross platform, FTW.

     
  6. kaedmon

    kaedmon

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    Jan 28, 2010
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    Instead all donating him beer money for PlayUp, let's donate him MAC money!
     
  7. nintari

    nintari

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    LOL. :) Well, no promises, but I am working on getting some help with the Mac part. I haven't forgotten you guys!
     
  8. TheCatProblem

    TheCatProblem

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    May 26, 2011
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    EDIT: Please ignore this entire post. I'm fairly new to Unity and I hadn't noticed that I had the Transform Gizmo toggle set to "Center" instead of "Pivot".

    Currently, it appears that the local origin of a component in Sketchup isn't preserved when the component is exported using PlayUp and then imported into Unity.

    For example, this component has its local origin placed in the centre of the bottom plane of the mesh in Sketchup.
    $component_local_origin_in_sketchup.png

    However, when the component is exported using PlayUp and then imported into Unity, its centre of rotation is not the same as its origin in Sketchup (the Unity centre of rotation appears to be the centroid of the bounding box of the mesh).
    $origin_rotation_problem_demo.png

    Is there a way around this, preferably within the Sketchup/PlayUp workflow (as opposed to in Unity)? I've read about the empty GameObject method (which is suggested as a solution to this particular problem here), but I don't think I could position an empty GameObject with sufficient precision for this purpose using the Unity editor.

    Any help would be appreciated.

    (For reference, I've attached the Sketchup file I used to create these demonstration images.)
     

    Attached Files:

    Last edited: Dec 3, 2011
  9. I am da bawss

    I am da bawss

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    I just noticed there is a new version out (not yet in Asset Store) v0.9.8.9. Has anyone try it? Does it work for MAC?
     
  10. jister

    jister

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    Awesome tool. I m using it to teach level design at a game discour.
    But same problem here half of the students are on a mac...
     
  11. Dasweb

    Dasweb

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    Jun 14, 2013
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    1
    Hmm, when I try to load a level I've exported, it is unable to open in Unity. Anyone have this issue?
     
  12. unitychristy2

    unitychristy2

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    Sep 8, 2013
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    38
    Yes, I can successfully create objects but not levels, these objects that get created are dae so it makes me wonder if this ever worked as I thought fbx was the only extension that worked with unity.
     
  13. Yingo

    Yingo

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    Aug 12, 2013
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    A Mac version would be much needed (a lot of graphic work is done on a mac anyhow)…

    + SketchUp on a Mac is a breeze! (future of 3d imho)
     
  14. Nvizeon

    Nvizeon

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    Apr 23, 2014
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    +1 for a mac version