Linking SketchUp Files to 3ds Max
With the process of sketch modeling in SketchUp and rendering in 3ds Max, we typically use the command File > Import to import the SketchUp model into 3ds Max as an Editable Mesh. When editing the model in SketchUp, we separate the editing parts and import them back into 3ds Max.
Although this process can be sped up using the Paste from SketchUp tool, it has a drawback: when re-importing, you will need to reapply the modifiers and materials used in the previous model. We have tools to address this issue, but it can be inconvenient to constantly update the approach.
In this article, I will introduce you to a different method. Instead of importing the SketchUp model, we will link it in 3ds Max. You only need one click to update the model in 3ds Max, and the scene will be ready to render immediately. Let’s get started.
Linking SketchUp Files to 3ds Max
Preparation
In fact, 3ds Max does not directly support linking SketchUp (SKP) files. The supported formats include DWG, DXF, RVT, and FBX. Therefore, we need a supporting tool called SketchUp Linker. This free tool, developed by me, allows linking SketchUp files to 3ds Max through an intermediate FBX file.
Note on Versions: The script works best with 3ds Max 2020 and later. Users with 3ds Max 2019 or earlier must save their files in SketchUp 2015 or lower for successful linking; otherwise, it will link to an empty file.
You can watch an introduction video about the script below.
Installing SketchUp Linker
After downloading the installation file, unzip it to obtain the MZP file. Drag and drop this MZP file into the 3ds Max viewport and click “Install” to proceed with the installation. Once completed, the SketchUp Linker window will appear, allowing you to start using it immediately.
For easier access, you can add the SketchUp Linker button to the 3ds Max toolbar by going to Customize User Interface > Toolbars. In the Main UI group, select the D95 DESIGN category, find the SketchUp Linker button, and drag it to your toolbar.
The script includes several options in the Script System Settings, but the default settings work well for most cases. If you want to learn more about these settings, you can access the Script System Settings and hover over each checkbox to read the tooltip associated with it.
Preparing the SketchUp File
Similar to traditional importing methods, it’s essential to clean up and optimize your SketchUp file before transitioning to 3ds Max.
To ensure smooth linking, import any static elements (like scene backgrounds) into 3ds Max first, then delete them from the current SketchUp file, leaving only the elements that frequently change (like the building). This approach significantly reduces reload time. Note that the script won’t load hidden objects in the SketchUp file, so you can either delete them or hide them using layers (tags).
The script supports linking multiple files simultaneously, making it easier to manage large projects by separating them into different files for quicker reloads.
When linking or reloading a file, the SketchUp Linker detaches all faces and then reattaches them into groups based on materials. Therefore, it’s crucial to apply and name materials correctly in SketchUp. If you’ve used Lumion before, this process may feel familiar to you.
Starting the Linking Process
Once everything is prepared, you can begin the linking process. Open the SketchUp Linker in 3ds Max and click the “Attach” button. A file selection window will appear. Choose the SketchUp file you want to link and click “OK.” For typical architectural and interior models, the processing time will take around 5-20 seconds, depending on the detail and number of materials in the model.
After the linking process is complete, the script will display a message saying “Attach completed!” along with the processing time. If everything works well, your SketchUp model will appear in the 3ds Max viewport, allowing you to begin working on it.
An FBX file will be created in the folder containing the SketchUp file. While it’s safe to delete this file, it’s best to keep it to avoid the annoying “missing file” notification when reopening 3ds Max.
Working with the Linked Model
You will see the linked model as an Editable Mesh with no properties in the Modify tab, except for the “Reset Position” button in the Linked Geometry group. These models cannot be edited directly or converted to Editable Poly or Editable Mesh.
To modify it, you need to add an Edit_Mesh or Edit_Poly modifier. However, this is not recommended, as any geometry changes may be lost if vertex or face information changes upon reloading the model.
Other modifiers, such as Smooth, UVW Map, Chamfer, and Symmetry, can be added to the model. Along with the applied materials, these modifiers will be preserved when you reload the SketchUp model. This is very convenient for continuous adjustments to your design.
Model Link List
After linking, the script will display the linked files in the main list. You can manage these linked files here, which consists of three columns for organization.
- File Name: Displays the name of the SketchUp file currently linked in the scene.
- Linked Status: If the status is “Loaded,” the model is successfully linked in 3ds Max, preserving materials and modifiers. If there’s a disruption (e.g., script conflicts), it shows a “?” indicating that reloading won’t retain applied materials and modifiers. This issue is usually irreversible.
- File Status: At startup, the script checks the file paths. If found, it displays “Found.” If missing, it shows “Missing,” preventing reloading. Use the Relink feature to correct paths or right-click and select Change SketchUp File to replace it.
When you select a file and right-click, the script displays a menu with three options:
- Edit Model: Opens the file in SketchUp for editing.
- Change SketchUp File: Replaces the linked SketchUp file.
- Open Containing Folder: Opens the folder where the SketchUp file is located.
Reload – Updating the Model
To update a model, select one or more linked files from the list, then click the Reload button. Right-clicking the Reload button will refresh all models in the list. Similar to the Attach File process, a notification will appear when everything is completed.
Important Note: Save Your Current 3ds Max File Before Reloading
Relink – Changing the Path
When working with files, you might move the SketchUp file to a different folder, resulting in a “Missing” notification in the File Status column. To update the path for the model, select one or more linked files from the list, then click the Relink button. Choose the new folder for the SketchUp file and click OK. The paths will be updated accordingly.
Note that this feature differs from the Change SketchUp File option in the right-click menu:
- Relink allows you to update multiple files simultaneously, while Change SketchUp File is for a single selected file.
- Use Relink when changing the path without altering the file name (e.g., from “D:\DU AN\THT_3.skp” to “E:\CONG TRINH\THT_3.skp”).
- Use Change SketchUp File when renaming the file, regardless of the path change (e.g., from “THT_4.skp” to “THT_5.skp”).
After a successful relink, the script will show “Found” in the File Status column, allowing you to reload the model as usual
Removing Linked Files
When you want to remove a linked file from the current scene, you have two options: Detach (1) and Bind (2).
- Detach: Removes the link and deletes all linked objects in the scene.
- Bind: Removes the link but retains all linked objects in the scene, converting them to Editable Mesh. This allows you to edit the geometry without needing additional modifiers like Edit_Poly or Edit_Mesh.
Note that unlinking is currently irreversible. When you use the undo function, your model will revert, but the link in the script will be permanently lost. Therefore, exercise caution with this feature.
Conclusion
This guide is written for SketchUp Linker version 1.00. Subsequent versions may have some changes, but core features will remain intact. You can track these changes in the Change Log on the product’s homepage.
No new process is perfect right away. The script still has some limitations, and like Paste from SketchUp, it will need more time to optimize before it can work smoothly and reliably.
User feedback is crucial for the script’s development, so please don’t hesitate to share your experiences and suggestions. Good luck!
Source: dangtiendung.com
Find many helpful tips on Architectural Animations here for your reference.