I’m working on an skp import with c++ SDK (2016 version).
This import works very well but I have one difficulty.
I would like to understand the way to explore correctly the material and uv coord of one component/group made by paint bucket. It seems that in first case, uv coords retrieved by SUUVHelperGetFrontUVQ are equal to vertex coord making a bad end result. So is there a scale factor somewhere else ? In Component object ?
In SketchUp example below, Left cube is a group and right cube is the same group but exploded and rotated.
Basically - do not used textured-materials applied to ‘containers’ - it’s not UVQ mapped
[whereas plain RGB materials are fine - there’s no UVQ mapping needed! ].
A textured-material applied directly onto a face will be properly UVQ mapped.
You could consider making a temporary copy of the ‘container’ [inside a temp-group], then exploding it.
The resultant faces then take the ‘zero’ UVQ mapping for any textured-materials from the previous ‘container’.
The original container’s internal faces [i.e. those which had no material] will be used on the equivalent temp-group faces, and also use the textured-material from the ‘container’ with the default UVQ mapping… etc…