ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info
  • SDS Icons?

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    OxerO
    @rickgraham said: Hi all, I just purchased the Subdivide and Smooth. When it loaded, I have a series of 4 icons that are displaying completely blank. These are the SDS icons because I can click on them and they activate the plugin. Is there any known issues with this and Mac's? Or it there an EASY code fix that I can do to get them to show? Thanks in advance. Rick Hi! I use Mac too, i have the plugin Subdivide and Smooth and i see the icons. Probe to place the subsmooth_loader.rb and Subsmooth folder in this path: Users/Your Username/Applications Support/Google Sketchup 7/Sketchup/plugins If plugins folder don't exists, create it. I hope this help you, Bye!
  • Getting senile

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    GaieusG
    Or maybe they would exchange it for another plugin at least (say a free one)
  • Plugin for closing gaps9 esp in CAD documents)

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    C
    @gaieus said: Most probably CloseOpens would do it for you. Not free but if you work a lot with similarly "sloppy" CAD drawings, it will pay itself back pretty soon. thats just what im looking for- thanks!
  • Can you store Entities as attributes?

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    J
    Awesome -- just stuck that into my code and it seems to be working great. Many thanks to both of you for your help. Josh
  • Model Function

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    S
    1.2 is available now via http://modelfunction.com Major improvements are: New language 'lang.xml' file enables changes menus and commands text and language. When the designer saves the template, a jpg thumbnail created by plugin and saved in the same directory where the template file is saved. New "aiming" function that assists the designer to change axis of a component to axis of 'node'.
  • Sweep a curved shape around the z axis

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    Dave RD
    Further to Dale's post, if you don't want a top and bottom when you are finished and want a single skin, draw the profile as in his first image and draw the circle at the bottom as he has shown but make its radius match that of the bottom of the profile. Also leave the face of the circle. Add a circle at the top which is the radius of the topmost point on the profile and in contact with the profile. When you run Follow Me, it will delete the faces of the circles leaving no top or bottom.
  • [REQ] Select all connected faces with same orientation

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    PixeroP
    @thomthom said: My impression was a selection tools more in the way that Orient Faces works out how faces in a surface is oriented. (Sans the actual orienting.) Yes that was what I was thinking also.
  • [REQ] Draw rectangle/square from center or center of edge

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    utilerU
    @d12dozr said: ...or just the native polygon tool, set it to 4 sides... The only problem with this is that you only have the option to chose the centre point and the a corner [circumscribed]. What we need is the ability to select the centre point and then an offset perpendicular to an edge.
  • [Req] Texture tools

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    jo-keJ
    That is one of my most important dreams! I'm always in trouble with texturing meshes
  • Select Component Instances

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    R
    On the odd chance you don't need all of Tom's selection tools, you can get Instances from Smustard.
  • [Req]Assign Color to Scenes Tabs

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    chrisglasierC
    Thanks Gaieus for remembering my work. Unfortunately I got a bit disillusioned with trying to make the new version of the machine compatible with Macs, but now I have picked myself up and restarted making a new version from scratch (step by step method). These machines will enable their owners to build hierarchies of scenes (what I understand this thread is about) as well as collections of components (to allow them to appear in many different scenes without layer and outliner complications and restrictions).
  • Change all layers to 0

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    GaieusG
    @thomthom said: Bulk select layers..? Doh!
  • Real time shadow behavior world map

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    C
    Hi Chris. The map in the image is a model I downloaded from the Sketchup warehouse. I'm attaching it to this post. By the way, you have some great video tutorials at youtube, I was watching them before reading your reply. @chris fullmer said: Sure, it might be able to be done. Changing the shadows when the cursor moves is probably do-able. Mapping the coordinates of the map to the altitude/latitude and timezone is another matter, and probably rather time consuming. It could be an interesting project though if someone really wanted to tackle it. And actually I think that your first example might be able to work. Do you have a nice model with a map built into like the one in your images? It might be easier to play around with if the map was supplied. Chris LANDJE-PIK (THE GAME).skp
  • Uninstall

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    J
    I have a .zip file installer/uninstaller for SketchUp (Windows.) Let me work on it over this weekend and see if I can make it safe for release (or at least testing.) Something like this depends on plug-in authors building the .zip in a certain way. Luckily, every file I have tested is created properly . What I mean is that when a .zip is extracted, the contents should be as they would appear in the Plugins folder: my_plugin.zip my_plugin.rb my_plugin_folder What about existing files, you may ask? As it is, plug-ins must use unique file and folder names, so I figure it's OK to over-write existing files and folder when installing. And safe to delete them when un-installed. The exception is when a file is shared and installed by separate plug-ins. In this case, removing the shared file will break the other plug-ins that may use it.
  • [REQ] Prefix Group/Component Names

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    D
    :+1: :+1:
  • [REQ] sun plugin

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    thomthomT
    What would be even more interesting would be to import a preview texture of the environment map as an environment sphere in SU and use that as a gizmo to extract the rotation you need to position as you want in your render. Then click on the sun position.
  • With which plugin from sketchup to modeling this building

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    TIGT
    Or until next month perhaps try Extrusion Tools - EEbyRails ?
  • Toolbar request

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    TIGT
    The greatest 'Ruby minds' [and me] have tried to resolve this - so far unsuccessfully... I hope Google are listening...
  • Special roof plugin

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    TIGT
    I know the data is 'surveyed'... but the survey accuracy is probably +/- several mm - you couldn't expect anything better. Many of these buildings are almost 'square' - several of the sides are at right-angles or parallel as you'd expect, but a few are 'just off' and clearly shouldn't be - I mean by 3-8mm in alignments - which is nothing in terms of their measured accuracy, BUT when applied to a top face that might then become an un-roof-able 'crooked star' it really matters - when you build a hip roof in the real world and all slopes should be say 30 degrees if one is 30.001 degrees no one will notice. I've been thinking about this - an 'orthogonalizer' tool that'd look at a form and adjusts any slight unevenness would be possible - you could set the 'accuracy' tolerance - e.g. adjust parallel edges that have 'lines' less than perhaps 10mm apart, adjust near parallel edges with 'lines' that are perhaps less than 1 degree apart, align co-vertexed near-parallel edges with 'lines' that are within 1 degree apart or make square co-vertexed near-perpendicular edges with 'lines' that are between 89 and 91 degrees apart [these 'ranges' could be customizable] - all other edges would stay as they are since you might have skewed building by design, rather than by survey or drawing inaccuracies... You'd select the form and run the tool and it would fix it - you'd not notice the difference... The new tool is on the bottom of the long list... Or I could build in some 'orthogonaliztion' into the roof tool and duplicate the top face slightly adjusted ? Alternatively I could completely change the way the roof tool makes hipped roofs and allow some 'slope tweaking' to make it work - unfortunately THAT is now very complex mathematics/geometry... and my brain hurts thinking about it already...
  • [Req] Check for N-Gons

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    K
    no point.. since even a simple six sided cube is reporting '18 Ngons' tho, if I add 3 Ngons... it reports '21 Ngons' ! for some reason it's reporting 18 instead of 0.... Edit Found the problem. it's checking all the entities in the scene. example : a new scene automatically has 18 Ngons = the default human figure. even deleting him, he registers in the Ngon check.. do a purge and remove him totally, it reports correctly...

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