SketchUp (SKP) Files

The SketchUp importer enables direct import of scene files from SketchUp.

3ds Max has two different importers for SketchUp files. The legacy importer can import SketchUp files from version 6 through SketchUp 2014, and the newer default importer can import any SketchUp files.
Warning: The legacy importer is no longer supported and may be removed. Please update any scripts and/or pipelines using the legacy importer to the new default importer to prevent failures.

You can import multiple cameras and scene materials, and can keep objects intact even if they reside on multiple layers

When bringing an SKP file into 3ds Max, all objects are imported except (optionally) hidden objects. Existing 3ds Max scene contents remain intact. All imported geometry from SketchUp takes the form of editable poly objects in 3ds Max. If an imported group, component, or layer contained multiple objects in SketchUp, the resulting 3ds Max object will contain multiple elements corresponding to those objects.

The objects in 3ds Max that result from importing an SKP file depend on how the SketchUp scene is organized into groups, components, and layers. The following rules apply:

Interface - default importer

Up Axis
Different applications use different axes for the up-axis. Select the appropriate axis for the file you are importing. Default=Z-Up.
Hierarchy Mode
Groups imported objects. To preserve groupings, you can use 3ds Max groups or layers. The groups or layers are nested according to the organization of the original scene. Default=Using Grouping.
  • Using Grouping: Objects are placed in 3ds Max groups according to the group they belong to in the imported file.
  • Using Layer: Objects are placed in 3ds Max according to the layer in which they reside in the imported file.
  • Flattened: Objects are not grouped and are imported as independent 3ds Max objects.
Preserve Layers
Keeps all layer information from the original SketchUp file and uses it in 3ds Max to assign objects to layers.
Import Cameras
Imports cameras.
Import Textures
Imported textures are saved in the project's textures folder.
Double Sided Materials
Covers faces with double-sided materials, giving the appearance of correct orientation to flipped faces. Faces will still export in their original state.
Import Hidden Objects
Imports all hidden elements from the SketchUp file.

Interface - legacy importer

Note: The legacy importer can only import SketchUp files from version 6 through SketchUp 2014.
Warning: The legacy importer is no longer supported and may be removed. Please update any scripts and/or pipelines using the legacy importer to the new default importer to prevent failures.

Objects group

Skip Hidden Objects
Does not import objects hidden in SketchUp.
Note: This also applies to objets in hidden layers.
Cameras
When the SketchUp file contains one or more scenes, a target camera is created for each scene replicating its point of view; each camera's name derives from the respective scene name. If no scenes exists, a camera is created named skpCamera replicating the point of view in the file. If not selected, no cameras are created.
The current point of view in 3ds Max is always retained; no camera is activated automatically. Also, Zoom Extents On Import (Preference Settings > Files panel > Import Options group).
Tip: To create multiple cameras in SketchUp, use the Scenes feature available on the Window menu.
Split Objects by Layer
Breaks up objects in groups and components into different objects by layer. When not selected, groups and components remain intact and layer information within groups and components is disregarded. Applies only to groups and components.

Normally, each layer in the SketchUp file is converted to a separate object containing all objects on the layer. However, in SketchUp it’s possible to have different parts of an object belong to different layers. For example, one side of a box could be on Layer1, while the other sides are on Layer2. If you simply import the scene that way, the geometry belonging to different layers will be split up among the resulting objects, so that the Layer1 object will contain a separate, “floating” polygon and the Layer2 object will contain an open-sided box. However, if you place the split-up box in a component or group and turn off Split Objects By Layer, the entire box will come in as a single object, or as an element in a multi-element object.

Tip: For best results, before importing, ensure that all polygons in each object are on the same layer in SketchUp.

Daylight System
When on, creates a 3ds Max Daylight system consisting of a Sunlight and Skylight in the imported scene. The importer derives the Latitude and Longitude settings of the Sunlight from information in the SketchUp file as well as the date and time. The Daylight system compass is placed at the center of the imported object, with Z (vertical position) set to 0.
Tip: In SketchUp, you can set the location data with Google Earth, if it’s installed, or on the Model Info dialog Location panel.

Materials group

Extract Embedded Textures to Folder
Displays the folder to which the importer extracts embedded textures. By default, this is the \sceneassets\images\ branch within the active project folder.

Image files used in materials in the imported SketchUp file are simply copied to this folder, using the original file format. Because the images are embedded within the SketchUp file, the original files need not be present on your system.

Note: Images in Targa (TGA) and PSD formats are converted to PNG format.
Fromt/Back Materials as Double Sided 3ds Max Materials
When on, if a polygon in the imported scene has different materials applied to both sides, the importer creates a corresponding Double Sided material containing both materials. When off, the importer creates materials only from the “outside” surfaces of any double-mapped faces.
Tip: To see the “inside” textures in 3ds Max, you need to render the scene.

The front material uses map channel 1 and the back material uses map channel 2. If a material is used on both sides of a surface, it is not instanced upon import, but instead is assigned to both channels. Also, when no texture is assigned to a polygon, it has back-side texture mapping upon import assigned to map channel 2.

If imported geometry contains multiple polygons mapped with different materials, the importer generates corresponding Multi/Sub-Object materials. If this switch is on, the importer uses a Double Sided material as the sub-material for each double-mapped polygon.

If different polygons contains the same texture or pair of textures, only one such material is created, and is applied to each corresponding polygon.