![]() ![]() It is a pain, and actually morphs are easier to mange. You'll still have to scale the image in the surface editor. You can manually load the texture file anyway, using the Creative imaging tools to position the origin and rotation of the texture. You'll probably need to change the bitmap scale manually in Archicad though. If the texture is in the Meshlab file, it should import fine. ![]() Sorry Celeste, notifications weren't sending me e-mails, so I didn't see this until now, which is obviously far too late! I followed your procedure but once imported the file the image of the terrain was missed, I can see only the mesh and there is no image imported inside the surfaces archive. Or at least allow us to convert a morph to a mesh. If only Graphisoft would allow us to import 3d terrain from other file formats and create a mesh instead of a morph. This means that scaling in Meshlab is your only option. You can scale in x and y, but not z, which flattens your terrain. Unfortunately Archicad will not allow you to scale a mesh in 3 dimensions. The texture is imported, but there is nothing in the xyz file to map it to the mesh, so you need to do it manually. The next thing you need to do is scale the texture to fit the mesh. This gives you a true scaled SketchUp mesh in Archicad. ![]() Then you can export to an xyz file (use the without normals option), and use Archicad's 'Place Mesh from surveyor's data' option. The big drawback with this, is that the terrain when loaded into Meshlab is not real world scale you you need to scale it in Meshlab. Open Meshlab and import the collada file. You can take your terrain from SketchUp and export it as collada. #MESHLAB SKETCHUP INSTALL#You need to download and install the Free Open Source Meshlab application as a conduit. I have not researched why this is the anycodings_meshlab case, but what I presume happens is that anycodings_meshlab the Sketchup STL import extension has anycodings_meshlab issues interpreting the raw Fusion 360 anycodings_meshlab output, but MeshLab cleans it up nicely anycodings_meshlab to some standard that the extension anycodings_meshlab expects.There is a way to do this, but it's a bit fiddly. Instead anycodings_meshlab of loading indefinitely, the model will anycodings_meshlab be loaded near Sketchup origin in anycodings_meshlab (depending on complexity) less than a anycodings_meshlab second. In the Saving Options menu, deselect anycodings_meshlab Binary encoding and then save. By default the entered anycodings_meshlab Target number of faces is half the anycodings_meshlab current amount - using that should yield anycodings_meshlab good results in most cases. Optional: To reduce triangle count, go anycodings_meshlab to Filters > Remeshing, anycodings_meshlab Simplification and Reconstruction > anycodings_meshlab Simplification: Quadric Edge Collapse anycodings_meshlab Decimation. Using MeshLab (open anycodings_meshlab the stl file in question and then File anycodings_meshlab > Export Mesh As. anycodings_meshlab I've used MeshLab, though something like anycodings_meshlab MeshMixer might work as well. With an added extra step, you can easily anycodings_meshlab import models without even reducing the anycodings_meshlab quality (though you probably should). ![]()
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