🔌 Smart Spline | Fluid way to handle splines for furniture design and complex structures. Download
  • [REQ] multiple flip along component's axis

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    halroachH
    @martinrinehart said: Do all the components have the same axes? In my current model, they all happen to be the same component which is spread all over the place in different orientations. But it would be nice to be able flip all sorts of different components, each along it's own axis...
  • [req]Hide certain layer on all other scenes

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    P
    thank you Remus and thank you jim. sometimes in the middle of a project you put the cart before the horse trying to get it done. i did a rudimentary search for such a script and came up empty. thank you again.
  • [Plugin] Model Scrambler v1.0 UPDATED: (June 11, 2009)

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    GaieusG
    The PDF exporter by Renderplus is actually a cool plugin.
  • [Obsolete] BZ__Chamfer for BezierSpline 1.2

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    D
    Thank you Fredo!!! Another great tool!!! A question... I always see different and separate tools for round corners in 2D and round corners in 3D. Can be possible a single all-purpose round corner plugin? For example your RoundCorner plugin... if you try to round lines or faces (In 2D) it says invalid. Can your RoundCorner plugin incorporate your polyline arc corners and polyline chamfer for these invalid cases? It´s difficult to me to explain this in english but the idea would be that if you take the orange icon and you try to round lines or faces (In 2D) will make a fillet (polyline arc corners) and if you take the green one and you take a 2d face will make a chamfer. [image: 8GJ3_fillet.gif] Daniel S
  • [Request] Update to layer and scene manager

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    M
    Am working along those lines, but not exactly as you want. Look for VisMap, soon (I hope).
  • [REQUEST] PlanarDraw

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    PixeroP
    Wow, thanks! Will try asap.
  • [REQ] Select textures in model from editor

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    thomthomT
    I hit Post too soon. Thought no-one would notice. Cursed your ninja-skills!
  • [Request] Randomize Plugin

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    C
    Thanks to all for your replies, I think Chris Fullmers "Scale and Rotate Multiple" does exactly what I wanted. Thanks Chris and thanks massimo to point to that plugin http://forums.sketchucation.com/viewtopic.php?p=139946#p139946
  • [Request] Addition to Flightpath script

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    PixeroP
    For this perticular job its too late. It worked out the way I described above but was a bit more troublesome. I have developed a way of animating with smooth speedups and slowdowns where your flightpath script has its part and I need to use the same technique for the whole shot for it too match the scene before. I still like to see this addition though. Here is a description of my technique: http://forums.sketchucation.com/viewtopic.php?f=180&t=20173#p167962
  • [Request] Create an Edge or Surface using a Predefined Color

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    Chris FullmerC
    Thanks TIG, I'll try that when I get a few monets to play. I had played with the OnNewModel observer, but I could not get it to fire. I probably was doing something wronge. I mostly just copied and pasted the example from the Docs. Thanks! Chris
  • [Plugin] ExtractEnts and CombinEnts

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    MALAISEM
    Would you post some examples or pictures, in order to know what theses plugins consist in ? Thanks MALAISE
  • [Request]Define Segment Length Plugin

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    TIGT
    @watkins said: Dear Physicsguy, As a work around, make the polygon a group, edit the group, and then use the tape measure tool to set the length of the segment. Regards, Bob Watkins's solution is the straightforward and easiest... Draw polygon, group it, use tapemeasure tool, pick two adjacent vertices, type in require length, hit enter key, accept to scale group, exit group-edit, select group and explode - you have the polygon with the required length of side... Alternative structure for a Ruby: drawn a polygon, select and pick 'Set Polygon side length' tool, in dialog enter new 'length'. The tool takes the length of curve.edges[0].length [polygon's edge length] and then applies a scaling transformation to the polygon's curve, about it's center, based on the 'desired length' and actual 'length' ratio...
  • [Request] Script to produce window openings in walls

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    R
    Windowizer4 will cut the opening in the wall and create any storefront-type glazing for you. You can then quickly add the surrounds using a component or a Dynamic Component. You can also replace the window & frames with a pre-built component, if you want.
  • [REQUEST]

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    RayOchoaR
    Thanks guys see this is great i appreciate it.
  • Jf_unfoldtool.rb

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    P
    Well, I posted the problem on the ADSK Inventor help forum, but got no significant assistance. J D Mather asked me to post what I had got, but I got no reply. Using SU was so simple in comparison and the proof of the pudding is the "cock on" prototype SU isn't just for designing buildings!
  • [Request] Remove/Turn off Layer from all scenes ?

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    JClementsJ
    Another way to do this: http://forums.sketchucation.com/viewtopic.php?f=180&t=20949
  • [Plugin] Create 3d mesh from construction points... ver 1.0

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    K
    @mitcorb said: That is what is so good about this forum. I agreee. This forum keeps very friendly atmosphere as well and it's great and positive.
  • [Request] - Save as Version 6 Button

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    K
    It indeed would be a good idea. In our office, we didn't bother upgrade the Pro versions from 6 to 7 as we don't see the benefits for it. But we very often need to get SU7 files into SU6...
  • JS MoveTool - Update

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    CadFatherC
    Thanks Jan, interior designers will be grateful.. EDIT: just in case you need.. [image: Xh47_jsmove_16.png] [image: ziUo_jsmove_24.png]
  • [Plugin] JointSU 1.0

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    M
    Ok. For example, assuming already 2 components created and it's axis origin positioned at the center of the cilinders, this is the Workflow as they appear in the video: Drop 2 JointSU into the model Make each JointSU child of each Component Name both JointSUs Using "Zero" function, position each JointSU at the Components origin. Make Component#2 child of Component#1 (create of a product structure) Using "Set" function, establish the connection of the joints. Using "Panel" function, reverse the direction of the joint (Flip=true). Using "Set Anime" function, make this joint able to be part of the animation. Using "Anime Start", animate the whole model. Using "Anime Stop", stop model animation. Using "Panel", re-align the joint to it's original position. [flash=425,344:tbflk7u5]http://www.youtube.com/v/xe6SCnkbyjo[/flash:tbflk7u5] If interested I have the WMV video in much better quality, but it's 1.3 MB. (do not recall if there is a place to upload such files here). Regards Marcio

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