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  • SCFLicense: Extension Licensing on Sketchucation

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    μ €λŠ” ν•™μƒμΈλ°μš” 경제적인 μ–΄λ €μ›€μ΄μžˆμ–΄ κ²°μž¬ν•˜μ§€ λͺ»ν•˜μ§€λ§Œ λ‚˜μ€‘μ— λˆλ²Œμ–΄μ„œ 결재 ν• ν…Œλ‹ˆ μ‚¬μš©ν•˜κ²Œ ν•΄μ£Όμ„Έμš”
  • [Plugin] FredoBend - v1..2c - 25 Mar 26

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    Spirou4DS
    Top-notch @fredo6 the addon run very well now! Thks a lot and congrats.
  • Medeek Wall Plugin

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    gullfoG
    nice! how did it know to use your API?
  • 3D Truss Models

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    medeekM
    Version 3.7.9 - 03.27.2026 Enabled the following methods within the Medeek Truss API: scissor_truss_draw. Consolidated the API code so that it is lightweight on extension load. Renamed the following API methods: common_truss_read_attributes, common_truss_get_attribute, common_truss_set_attribute, to the more correct general names: truss_read_attributes, truss_get_attribute, truss_set_attribute. https://design.medeek.com/resources/medeek_scissor_truss_attribute_index.html As one can see each truss family typically has a unique set of parameters so each will require a separate "draw" method as well as a documented attribute library index. Only about 18 more truss families to go...
  • [Plugin][$] FredoCorner - v2.7a - 31 Mar 24

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    https://www.youtube.com/watch?v=lDpcfhxP3qU
  • Medeek Floor

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    medeekM
    Version 1.2.1 - 03.26.2026 Enabled the following methods within the Medeek Floor API: lumber_floor_draw, truss_floor_draw
  • [Plugin] TIG_ShowTime

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    TIGT
    Following my post about setting up your model's shadows for date/time-stamping and export, I had assumed the first steps to be self-evident - but for the avoidance of doubt... Your model needs to be Geo-located to show correct shadows - because the UTC Time-Zone and its actual location are both important. Use the Model Info section for this. For example, the shadows at 08.00 in Southern England and in Northern Scotland are quite different despite them sharing a Time-Zone. Also the model's default 'North' is the Y Green axis, but there might be an offset shown orange in the results. Make sure the Z Blue axis is 'up'. If you have modeled the building 'on axis' but have a building that is in reality 'off axis', you can resolve this by making a group of everything, and then rotating that group to suit the actual North, when you edit that group its axes with it will still align as before; any further modeling within that group will also remain 'on axis' for your building, whilst it is actually placed in the world correctly. The model's Shadow settings should now reflect its Geo-location. Alternatively of older versions, if you want to adjust the 'north solar axis' manually, then there's a su_ tool available in the EWH - https://extensions.sketchup.com/extension/393f5153-ba5f-4f5f-849f-46b32cf64bd4/solar-north I have Geo-location set up on my usual Template for my regional location, set manually using the Model Info dialog's section. You can set up templates for various locations if you work in several different areas.
  • [Plugin Library] LibFredo6 - v15.9a - 25 Mar 26

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    fredo6F
    NEW RELEASE: LibFredo6 v15.9a - 25 Mar 26 LibFredo6 15.9a is a major release. It includes changes related to: FredoBend v1.2a (new plugin) Bug Fixing Requirements: SU2017 and above See plugin home page of LibFredo6 for Download of LibFredo6. Main Post of the LibFredo6 thread
  • [Plugin] ClothWorks v1.8.0 - 28 Apr 2024

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    Thank you for your response. The issue is resolved. The problem was not the license itself. SketchUcationTools was either missing or not working correctly, so ClothWorks could not detect it and did not open the license window. I reinstalled SketchUcationTools and now everything works fine.
  • SG louvre PRO plugin

    sketchup plugins free
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  • [Plugin][$] FredoScale - v3.6a - 01 Apr 24

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    Rich O BrienR
    @fimo Dunno... it does behave correctly Left/Right. Just not Up/Down. https://youtu.be/bPbb8PPGtVg?t=170 In this video you can see it working as expected. Maybe @fredo6 knows more?
  • [Plugin] Fix Reversed Face Materials

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    Dave RD
    @pep75 I just installed it in SU2026 and gave it a try. It seems to do what it says on the tin. The back face color is green. [image: 1773752953208-rev.gif]
  • [Plugin] D5 Lite: Real-Time AI Rendering Plugin for SketchUp

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  • Box Stretching - New Dimensions

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    panixiaP
    @tomb85 Oh shit.. never noticed that.. I'm just creating a plugin which relies quite heavily on the tab key to switch between modes.. maybe I should add a Shift+TAB option in order to stay safe. Good to know.
  • Foundation Plugin

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    medeekM
    Version 2.1.3 - 03.15.2026 thru 03.16.2026 Created the Medeek Foundation API. Enabled the following methods within the Medeek Wall API: sog_draw, validate_medeeksog, sog_move, sog_regen, sog_read_attributes, sog_read_attribute, sog_set_attribute Added the Medeek Wall API Documentation page to the website. Added the Medeek Foundation API - Slab-on-Grade Attribute Library Index page to the website. https://design.medeek.com/resources/medeek_foundation_api.html https://design.medeek.com/resources/medeek_sog_attribute_index.html
  • [Plugin] LordOfTheToolbars - v2.9c - 20 Dec 24

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    panixiaP
    @optimaforever man, check your n inbox
  • [Plugin] Extended Views v1.2 UPDATE May 23, 2013

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    @tomaszdrgas Thank you for your modified version of Chris plugin, it does correct the "guide points" issue for me, however it still align the views on the "world" axis and not on the user defined axis (SU2021/WIN). For those who can't find a solution, I did find a simple way without any plugin to align my views on the user defined axis as intended (at least in top view as this was my objective). Just choose the standard top view for example, which will align to the North axis. And then click on the red "X" axis of your model and click Align view... TADAM ! It is now a top view aligned according to your user defined axis. Update your scene to keep this orientation, and you can then continue your work and edit it via Layout.
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    Hello everyone, Here is an image showing the rebar schedule present in the model. The table is fully dynamic: when I click on a row, the corresponding rebar is automatically highlighted in the model [image: 1773055139464-sketchucation_09.03.2026.png]
  • [Plugin] FredoSection - v1.5c - 30 Jan 26

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    JQLJ
    Hi Fredo, I use Curic Section nowadays, but I've been following FredoSection with interest and will try it fully when I have the time. Still I have a feature request: Could you consider the idea of multilayered offsets from Section. Imagine following scenario: Group has Masonry material applied. Face inside Group has Plaster material applied. FredoSection would create a Section fill with Masonry hatch and an inset of 2cm from the edge that matches the Plaster material, where a Plaster hatch would be applied. If the masonry wall would have several faces painted with plaster, then all these faces would create a plaster offset hatch when sectioned. If you want to make this outstanding, then that plaster offset could be a multiple offset representing several layers: Masonry Group - Section Fill is Masonry Ventilated FaΓ§ade on external Face - Aluminium 1cm + Air gap 2cm + Insulation 6cm + Waterproofing 0.25cm + Mortar 2cm. Plaster material on internal Face - Plaster 2cm The Object is still painted as Masonry But section would be: Interior Space | Plaster 2cm | Masonry Xcm | Aluminium 1cm + Air gap 2cm + Insulation 6cm + Waterproofing 0.25cm + Mortar 2cm | Exterior Space Xcm would be the leftover value after subtracting these multiple layers offsets.
  • [Plugin] QuadFaceTools

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    panixiaP
    @alsomar said in [Plugin] QuadFaceTools: You see the model unsmoothed in 3ds Max just because your SketchUp model has unsmoothed lines. Despite the SubD subdivisions making the surface look smooth, if you can see the edges it means the lines are actually unsmoothed. In this frame I can see all the lines Nope. They are soft = false; smooth = true. The smooth attribute is the one actually welding the normals/creating smoothing groups. The soft is a Sketchup-thing only to separate "logical surfaces" which can be selected with a single click. In the legacy version of the exporter, the generated obj from 3dsMax was seen as 2 overlapped meshes: one with the properly welded/smoothed quads (BUT unwelded UV seams between each quad, despite the individual quads being perfectly in place in the UV chart) + one made of floating/unwelded triangles. In Blender the legacy exporter always worked fine (didn't test your fork against Blender, but I guess it could work fine). Another weird/interesting thing is that the same objects, when exported straight out of WrapR work 100% fine. [image: 1772915685108-16a21a1c-6526-4849-b21e-4f0317e7d105-image-resized.png]

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