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Found 9 results

  1. Moribito

    Export problem ?

    Hi, FIRST PROBLEM I think I am making a mistake during my ProBuilderize and Export process. I have my own building meshes and I ProBuilderize them, make some changes and export it as asset. There is no problem here, however If I ProBuilderize same object ( exported previously ) and make some changes and try to export again, console gives this error. It does not export again because the mesh is already in the project. Can I not probuilderize and export and probuilderize later and export later again objects ? Regards. SECOND PROBLEM Sometimes I cannot export at all ( this is nothing related to first problem ). Since I moved to Unity 5.6.4p1 and re-imported latest ProBuilder, I cannot export time to time, I mean I click 10 times to export and some times It does export and some times it does not export. It just says "No mesh selected" even though mesh object is selected. Scene example here, I click to export it keep saying 'No mesh selected" THIRD QUESTION ? Lets say I ProBuilderize an object in scene which is not a PreFab ( so it does not have any "Revert" button ) How can I revert it back to normal with no changes ? ( I do not want to export, there is no "Revert" option, and lets say I made 100 actions after it, so "CTRL + Z" also no option )
  2. Protozoaire

    Mesh not aligned when exported

    - Windows 10 x64 - Unity 5.5.0f3 Personal - ProBuilder Advanced 2.8.0f1 I'm currently making a huge boat with ProBuilder. When I try to merge it, I got the error: "Mesh.vertices is too large. A mesh may not have more than 65000 vertices.". So I merged my mesh in 2 parts then export. The problem is, every time I export these 2 meshs, they are not aligned anymore:
  3. Hi, I am trying to export a Probuilder Object as an OBJ, but now I am getting this error and the resulting OBJ file is a 0 byte file. I have a series of objects made with the 'Bezier Shape' tool, I have merged them all together as once mesh and now trying to output it as an OBJ. If I export a single section it works fine and indeed if I make 2 new bezier shapes, merge them and export, it also works fine as it does with any of the other objects in my scene. Screenshot attached. 2.7.0F7 Any ideas? ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,ObjMaterial].Add (System.String key, ObjMaterial value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:404) EditorObjExporter.MeshToString (UnityEngine.MeshFilter mf, System.Collections.Generic.Dictionary`2 materialList) EditorObjExporter.MeshToFile (UnityEngine.MeshFilter mf, System.String path) ProBuilder2.EditorCommon.pb_EditorUtility.ExportOBJ (.pb_Object[] pb) ProBuilder2.Actions.ExportObj.DoAction () ProBuilder2.EditorCommon.pb_EditorToolbarMenuItems.MenuDoExportObj () Cheers
  4. Hi, I would really want to be able to export my terrain with vertex colors out to my 3D package. (I am using vertex colors to blend my textures.) I can choose between .obj and .stl. and they don't support vertex colors. Would it be possible to get a .fbx export option supporting Vertex Colors. Thanks for great tools.
  5. Tommycore

    Import from/Export to STL

    Hey there! A friend of mine recently got a 3D printer, and I'm really excited to go and try it out. It would be awesome if I could directly export to .stl from ProBuilder or import .stl files to edit them. I mean, not that it is much of a hassle to use a third party tool for the conversion, but still, it would be nice and convenient. I must admit that I have no idea how difficult this would be, but I guess it shouldn't be too hard, since all the hardcore processing for the print process is done in a slicer, so I recon the .stl should only contain the mesh data, without material stuff. But, like I said, I don't know for sure. Also, I think it would be quite nice for other developers to be able to have meshes directly from the game printed to sell or use as an incitement for crowd funding. Thanks in advance =)
  6. I'm so excited I just had to share. While learning ProBuilder, I created a silly dungeon level with its own mesh collider attached, about 2500 polygons. As a test, I dumped it out to an OBJ file using the export feature from PB. I imported that into Blender, and the ceiling, walls, and floor imported as three separate objects (just what I would have expected) in Blender's scene tree. In Blender, I joined those three objects into one, then did some "subdivide smooth" operations to round out all the corners, producing a medium-poly mesh at about 6000. I exported the result as an FBX file, then pulled that into Unity in the usual way. Inside Unity, I selected the Blender mesh prefab and asked PB to "ProBuilderize" it, which worked just fine. To my amazement after all that, PB still saw the three different materials, all mapped to the correct parts of the PB object! I used the "select all by material" in PB to reassign the materials onto the surfaces, and the result looked great. Now, back to my original PB object, I simply edited it in PB and made it "collider" instead of "detail", and voila! It was a low-poly collision mesh that precisely overlays the higher-poly Blender visual mesh in Unity. Here's a screen shot of the result. Don't laugh at the level design -- it's just a learning scene and will never go into a real game! The real textures aren't greenish, by the way -- that's a by-product of the collider overlay. And in case any other PB newbie is wondering, yes, PB works just fine with Substance procedural textures. I know from experience that round-trip tooling is really hard to achieve, and I'm frankly amazed at being able to get this working during my very first test project in a new tool. Kudos to the PB developers!
  7. Protozoaire

    Export selected to OBJ error

    - Windows 10 x64 - Unity 5.2.2f1 Personal - ProBuilder 2.4.8f1 When I try to export a big Merged Mesh (ProBuilder Objects), I have this error in the console : ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,ObjMaterial].Add (System.String key, ObjMaterial value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:404) EditorObjExporter.MeshToString (UnityEngine.MeshFilter mf, System.Collections.Generic.Dictionary`2 materialList) EditorObjExporter.MeshToFile (UnityEngine.MeshFilter mf, System.String path) ProBuilder2.EditorCommon.pb_Editor_Utility.ExportOBJ (.pb_Object[] pb) ProBuilder2.Actions.pb_ExportObj.ExportOBJ () (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ExportObj.cs:24) When I try to export all the non merged pb meshs, I have the exact same error but a clone gameobject appears :
  8. Hi, I built a house in Probuilder and want to export it from Unity to Blender as a .obj file and ultimately into Poser Game Dev. I have all of the house meshes parented to an empty game object in Unity. When I click on the parent object and go to "save probuilder object to file" in the "experimental" menu, it takes me to a dialogue box to select a file to save to. But when I click on the file, nothing happens. I'm obviously not following the proper procedure, but I haven't found any posts or tutorials on how to export properly to .obj. To start with, am I doing the right thing by making the various house meshes children of an empty game object? Or is there a better to have Probuilder recognize the house as one object? Should I be doing this from progroups? Thanks in advance for your help.
  9. Hertzole

    Export object UV map

    Hi! I have been playing around a bit with ProBuilder and I love it! But when it comes to textureing some props in my scene it becomes pretty annoying. So why not add a "Export UV Map" option so you can export a UV map for your object that you can edit in your favourite image editing tool? This would save a lot of time when making special props. In the UV editor you would arrange the UVs to the correct positions and then you can export it. Simple as that. (Maybe not in code but for the user) I am so sorry if I've missed it (But I couldn't find anything about this feature) or if this already have been suggested!