By vbs_muc
#317814
hi there,

i've been struggling with decals for quite some time now, and i'm getting better with it :)
now, i usually export my SolidWorks scene into Maxwell Studio in order to place decals. that works quite well, but i have a little problem: when i try to adjust the UV set to an object, it always refers to the maxwell world/scene coordinates, not the object shape/geometry. so i always have to adjust manually (rotate, scale etc), which is not very precise.

example: i have 3 boxes in my scene. when i select the surface i want to place my packaging design on (that is a material with a texture of the exact same size like the surface) and hit "adjust", it will only put the texture/decal in the right spot if the box is aligned with the x/y/z axis of the scene. in other words: when the box is rotated, the texture won't use the boxes geometry to adjust, but will keep aligned to the studio world.

i hope you know what i mean, please see attached image. is there a way to tell the material/texture to use the box itself as a reference?

thanks for any tips

Image

tony
By JDHill
#317818
The reason why it is axis-aligned with world xyz is that a mesh is a dumb object which possesses no inherent coordinate system - when you hit Center in Studio, it centers the origin on the object's bounding box, but there is not enough information to allow it to align with what you perceive the object's axis to be. Therefore, after centering the axis, you will need to manually align it with the object by rotating the object's pivot.

I am working on changing this (meaning, communicating in the MXS what the object's alignment is in SW) for the next plugin update, but I'm not yet positive on whether I'll be able to get it to work or not.
By vbs_muc
#317819
allright, thanks for the info.

i just tried it, and for now it's good enough for me to export the scene with parallel aligned objets, map the textures in studio and then rotate/compose the objects. works perfectly.

thanks again,
greets
tony
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