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When importing a .3mf file with CADLink, the material always looks strange. Following example is the sample car import with the .3mf (right bottom) and the .step file (left top). I tried changing many settings, own assets and sample assets, but I can't get rid of the strange colors. Am I missing something?
It could be solved easily and will be part of the next release. I will send you in a private message an update package.
When i'm making a prefab using an imported STEP using the cadlink tool the meshes disappear. Did I forget a setting and how to fix this? I had the "Set and Create Materials" enabled.
you need to export the imported STEP data as FBX. This will save the meshes permanently. With this FBX you can create a prefab with real-virtual components. The FBX exporter is available in the package manager.
I've just downloaded and added your Asset into my project running Unity 2021.3.10f1 and I get this error:
DllNotFoundException: CadExCore assembly: type: member:(null)
cadex.CadExCorePINVOKE+SWIGExceptionHelper..cctor () (at :0)
Rethrow as TypeInitializationException: The type initializer for 'SWIGExceptionHelper' threw an exception.
cadex.CadExCorePINVOKE..cctor () (at :0)
Rethrow as TypeInitializationException: The type initializer for 'cadex.CadExCorePINVOKE' threw an exception.
cadex.LicenseManager.Activate (System.String theKey) (at :0)
cadimport.ImportCadData (System.String file, System.Boolean importpmi, System.String quality, System.Single angulardeflection, System.Single chordaldeflection, System.Single scale) (at <77c6c9bfbfbce1f89629dbf4fedd24eb>:0)
game4automation.CADLink.ImportCadData () (at Assets/game4automation/CADLink/private/CADLink.cs:316)
game4automation.CADLink.ImportCad () (at Assets/game4automation/CADLink/private/CADLink.cs:176)
When I click on "Import CAD File"...
I'm running macOS 12.6
Ich bekomme einen Fehler wenn ich versuche eine .STEP Datei mit UTF-16 Encoding zu öffnen. Ist das ein Fehler im Coding oder wird UTF-16 nicht supported?
Leider kann ich die STEP Datei nicht mitschicken, da diese rechtlich geschützt ist.
Hier die Fehlermeldung:
Error: UTF-16 to UTF-8 conversion failed because the input string is invalid
game4automation.CADLink:ImportCadData () (at Assets/game4automation/CADLink/private/CADLink.cs:354)
game4automation.CADLink:ImportCad () (at Assets/game4automation/CADLink/private/CADLink.cs:182)
game4automationtools.Editor.NaughtyEditorGUI:Button (UnityEngine.Object,System.Reflection.MethodInfo) (at Assets/game4automation/CADLink/private/NaughtyAttributes/Scripts/Editor/Utility/NaughtyEditorGUI.cs:179)
game4automationtools.Editor.NaughtyInspector:DrawButtons (bool) (at Assets/game4automation/CADLink/private/NaughtyAttributes/Scripts/Editor/NaughtyInspector.cs:188)
game4automationtools.Editor.NaughtyInspector:OnInspectorGUI () (at Assets/game4automation/CADLink/private/NaughtyAttributes/Scripts/Editor/NaughtyInspector.cs:52)
So I can import a 3MF file created with SolidWorks; however, the result import in Unity appears as a bright violet version of the object. I also just tried manually importing the toy car sample 3MF and the colors were transferred properly. This leads me to believe I need to define a material mapping which I am unable to do within the CADLNK Unity asset features.
I am trying to follow the instructions here https://game4automation.com/documentation/current/cadlink.html#3MF-Import-Settings and see if designing my own material mapping will resolve the issue. However, when I click on the "Create New Material Mapping" button I get the following error
IndexOutOfRangeException: Index was outside the bounds of the array.
game4automation.CADLink.CreateAsset[T] () (at Assets/game4automation/CADLink/private/CADLink.cs:750)
game4automation.CADLink.CreateMeaterialMapping () (at Assets/game4automation/CADLink/private/CADLink.cs:86)
The line of problem is
var find = AssetDatabase.FindAssets("StandardMaterialMapping t:ScriptableObject");
string path = AssetDatabase.GUIDToAssetPath(find);
I'm guessing the issue is that when I import the CADLINK asset the "StandardMaterialMapping" is not included. I am struggling to find any further documents outlining the details of what a material map looks like. Is there no default option which just takes the color defined in the 3MF file and uses that to create the unity material? I thought that would be the default and was the main appeal of asset.
Please let me know if there is something I am doing incorrectly, because I'm looking through all the available documentation and other forum responses to try and figure out what is going on.
Unity Editor Version 2019.4.21f1 LTS
Looking at the documentation here https://game4automation.com/documentation/current/index.html
either the documentation is outdated, or I am having an issue getting the main menu bar item for the game4automation to appear on my editor.
There are conflicting screenshots showing that upon importing the asset it will create a "Tools > game4automation" in the main menu bar, and others showing that the "game4autmation" item will appear in the top level main menu bar. Neither of these are created when I import from the asset store.
I saw previous forum posts stating to use LTS versions of Unity. Should I be on the 2020 LTS version now?
Game4automation 2019.08，Unity 2019.4.12f1 . Some cadlink errors when building .
First picture shows that your project was still importing something and not ready to build.
I am able to build this scene based on the current release.
You need to make sure that cadimport is not part of your build because it is an editor only function and uses editor classes.
Usually it is done by excluding cadimport in the dll settings. This should be the case in your project. Maybe you referenced cadimport.dll somewhere in your scripts and this is why the build is not running. Please check what you added or changed in difference to the current release.
No matter what I do I can't get materials from Solidworks into Unity through this tool. What am I doing wrong? I am saving the files with materials checked. This tool is seriously compromised without being able to import with materials. Thank You.
Mai is email@example.com
We are having issues with models generated from Solid Edge. Assembly positions and part colours don't always seem to be respected.
I note that the documentation mentions similar issues with NX and that a fix is due soon. Will something similar for Solid Edge available?
Hi Andy, oh sorry. Yes you can remove this line.
Give us a good feedback in the Unity Store if you are happy with our solution. Thanks.
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