So I suggest that next to your DAE file you have a folder of all of the expected image-files, and you manually edit the text in the DAE file to remove all of the instances of the ‘ file://’ text - use find/replace with nothing as the replacement string. Almost all setups I could find on the web were either outdated, or quite complex, involving dozens of nodes and numerous textures (bump, displacement, etc.) in addition to the diffuse texture. Note that SketchUp uses a subfolder named after the DAE itself, but ‘ textures’ is a typical name for some other apps… I've been trying to find a simple node setup for human skin - specifically, skin generated from MakeHuman. If I add the prefix ‘ file://’ SketchUp can’t then find the image-files. ![]() If I edit a standard file the path is in the format: Body extensions use the same format as clothes, and is created in the same way as clothes. Note that they are not created, nor endorsed, by the MakeHuman crew. The DAE should have a subfolder of image-files with it in the same location.ĭepending on how the exported works the file might be named after the DAE itself or be named something like ‘textures’, ‘images’ etc. Hair, eyes, nails, teeth and other body extensions These are user contributed body extensions (such as hair, teeth and similar) for MakeHuman. When I open the DAE file in a text editor I see these paths, which seem to accurately represent the relationship between DAE file and textures folder, if I understand correctly.įile://textures/middleage_lightskinned_male_diffuse.pngįile://textures/male_worksuit01_diffuse.pngįile://textures/male_worksuit01_normal.png In both cases I get the model but not the textures. ![]() I’ve tried putting the DAE file in the folder with the textures, and placing the DAE file just outside the textures folder (how it exported from MakeHuman). For them to import right, you have to, firstly, have the texture files, and, secondly, place them to the same folder location in relation to the DAE file as they were when exported. At this stage, lets find out how MakeHuman software for humanoid characters has been used for pose / animation purpose.
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