Author Topic: Gah, Blender Issues  (Read 4231 times)

Dor

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Gah, Blender Issues
« on: 15 June 2009, 04:40:48 »
Ok, so i've been trying to model my buildings in Google Sketchup because i am not familiar with Blender at all,
and then when i get the buildings done, i should be able to export them as a .KMZ, then extract the .dae from that
and then import said .dae into blender, but for some reason whenever i try to import, blender gives me an error message

FEEDBACK: Illusoft Collada 1.4 Plugin v0.3.161 started
Traceback (most recent call last):
  File "C:\Documents and Settings\Dorian\Application Data\Blender Foundation\Ble
nder\.blender\scripts\bpymodules\colladaImEx\cstartup.py", line 681, in ButtonEv
ent
    onlyMainScene, applyModifiers)
  File "C:\Documents and Settings\Dorian\Application Data\Blender Foundation\Ble
nder\.blender\scripts\bpymodules\colladaImEx\translator.py", line 111, in __init
__
    self.__Import(fileName)
  File "C:\Documents and Settings\Dorian\Application Data\Blender Foundation\Ble
nder\.blender\scripts\bpymodules\colladaImEx\translator.py", line 118, in __Impo
rt
    documentTranslator.Import(fileName)
  File "C:\Documents and Settings\Dorian\Application Data\Blender Foundation\Ble
nder\.blender\scripts\bpymodules\colladaImEx\translator.py", line 298, in Import

    self.colladaDocument.LoadDocumentFromFile(fileName)
  File "C:\Documents and Settings\Dorian\Application Data\Blender Foundation\Ble
nder\.blender\scripts\bpymodules\colladaImEx\collada.py", line 75, in LoadDocume
ntFromFile
    doc = parse( filename )
  File "C:\PYTHON22\LIB\xml\dom\minidom.py", line 962, in parse
    return _doparse(pulldom.parse, args, kwargs)
  File "C:\PYTHON22\LIB\xml\dom\minidom.py", line 953, in _doparse
    events = apply(func, args, kwargs)
  File "C:\PYTHON22\LIB\xml\dom\pulldom.py", line 328, in parse
    parser = xml.sax.make_parser()
  File "C:\PYTHON22\LIB\xml\sax\__init__.py", line 93, in make_parser
    raise SAXReaderNotAvailable("No parsers found", None)
xml.sax._exceptions.SAXReaderNotAvailable: No parsers found


Does anybody else model this way ,and if so, how did you fix this error?

John.d.h

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Re: Gah, Blender Issues
« Reply #1 on: 15 June 2009, 04:50:50 »
I'll go try it real quick and get back to you.

Most of the buildings I've modeled started out in AutoCAD, and then I imported them into SketchUp to transfer them to Blender and it worked perfectly every time, but for some reason with regular *.skp files, I have a very hard time getting it to work.  I think there must be some extra step you have to do in SketchUp to get it to work properly, because I've gotten it to work once or twice before but can't reproduce the method I used.  I just tried it several times and all I managed to import was the camera and the axes.  I'll try a few more things before I give up.
« Last Edit: 15 June 2009, 05:08:38 by John.d.h »

Dor

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Re: Gah, Blender Issues
« Reply #2 on: 15 June 2009, 05:20:23 »
I'll go try it real quick and get back to you.

Most of the buildings I've modeled started out in AutoCAD, and then I imported them into SketchUp to transfer them to Blender and it worked perfectly every time, but for some reason with regular *.skp files, I have a very hard time getting it to work.  I think there must be some extra step you have to do in SketchUp to get it to work properly, because I've gotten it to work once or twice before but can't reproduce the method I used.  I just tried it several times and all I managed to import was the camera and the axes.  I'll try a few more things before I give up.

Alright, please E-Mail any solutions you may find John, and thanks for the help in advance c:

John.d.h

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Re: Gah, Blender Issues
« Reply #3 on: 15 June 2009, 06:07:43 »
I think I got it!  Before you export, you have to explode everything.  Select each group and explode it, then select each component and explode that as well, until your mesh looks kinda like this when you select everything:



Also, the model might be really small when you import it, so you might have to zoom in to see it.

Dor

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Re: Gah, Blender Issues
« Reply #4 on: 15 June 2009, 13:53:31 »
Hm,  i'll figure out what exploding is after school today

thanks for the help john, your a good friend even though i don't know you that well c:

Dor

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Re: Gah, Blender Issues
« Reply #5 on: 15 June 2009, 23:35:37 »
Hm,  i'll figure out what exploding is after school today

thanks for the help john, your a good friend even though i don't know you that well c:

Um john, could you please help me on how to explode the model?

i tried but it isint working

heres an image of my model:


John.d.h

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Re: Gah, Blender Issues
« Reply #6 on: 15 June 2009, 23:53:26 »
You should just be able to right-click on the object and pick "explode".  Then do the same for each individual component if there are more than one.  Once you've got everything exploded, you should be able to see all the different edges and faces.  Then you can go ahead and select everything and export.

Dor

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Re: Gah, Blender Issues
« Reply #7 on: 16 June 2009, 02:11:17 »
Hmm, i tried making a componet (i highlited everything and clicked "make compnant") then exploded it and it still won't import D:

Dor

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Re: Gah, Blender Issues
« Reply #8 on: 16 June 2009, 18:13:44 »
I really wish i could get this to work D:


CaptainKristoff

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Re: Gah, Blender Issues
« Reply #9 on: 20 July 2009, 14:54:37 »
I stumbled across your post and had to stick my oar in.......

You shouldn't be making your model a component first. I believe he simply means if you have any "grouped" items, i.e. a stool for example that you had right clicked on and grouped would need to be right clicked on again and then choose "explode" so all the parts are no longer linked to each other.