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  • [REQ] scene exporter

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    S
    WOW thanx, just got it...really cool plugin. Now hwy didnt i bought this earlier. hee hee This will help sooo much ..thanx
  • [Request] POV Export / Import

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    J
    Thanks
  • [Req] Random Component/Group

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    P
    Would it be possible to just write a script that selects only outer edge lines, and then uses .find_faces to cover them?
  • [REQUEST]Saving scene properties

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    chrisglasierC
    @dave r said: Does this answer your question? I haven't used it but it's on my list. That's great. I need to talk to Rick somehow as there is a new version in hand. The reason I asked the question (in case you are interested) arose from a conversation with Red, viz: I think we should stop calling it a document. It is a machine like an ATM that does work people exclusively used to do. Because cgScenes interface moves I don't think it is difficult to see it as a machine but there will be trouble if you describe a cgScene-energised Sketchup model a machine. But it is; it will provide graphical answers for an owner, architect, engineer, local authority, buyer, logistics person, crane driver, brickie, hotel operator, maintenance man, cleaner ... More than this any of them can make their own scenes from the same model in the format that suits them best. Maybe some people in similar competences make suitable devices and styles to be used by their colleagues. Ah but supposing they alter the model. Well, there should be only one model kept by its owner; what gets passed around are the saved scenes with notes (e.g. in the Scene description box). Additions or amendments by authorised persons is slightly different but equally simple. Do you have it on your list for a similar reason? I'd be very interested to hear Chris
  • [Request] FBX import

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    thomthomT
    @adamb said: Writing a simple importer that eats static hierarchical geometry and materials is straightforward. Isn't that enough for Sketchup? can it make use of more of the data?
  • [REQ] TransparencySort Script

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    W
    This problem really annoys me! So, SU uses the order of creation rather than the distance to the camera to decide what should be in front? Shouldn't that be relatively easy for Google to fix?
  • [REQ] Weld ALL selected lines

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    utilerU
    Hi Rick and others. I've found WELD to be a little clumsy of late. Maybe it just what I'm wanting it to do but in one instance i can get it to weld all selected then if I select other lines that may touch the previous one and ask to weld then everything gets exploded!! An update would be much apprcaited, Rick... BTW, Simplify contours script from long ago is attached... SimplifyContours.rb
  • [REQ] Lock texture coordinates

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    GaieusG
    Well, it's not apparent until you encounter a certain case...
  • [Plugin] SCF Search v.1.0 (June 11, 2009)

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    B
    The plugin can be found in the window menu; it's not called found. Look for 'Sketchucation Search' in the Window menu. First post has been updated, sorry for the confusion.
  • [REQ] Curvespace for bezierspline.rb

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    PixeroP
    The thing is that I have found a way to control animation in SU and if I could specify a min length, a max length and one of the interpolations in my post above (when linear only one length of cause)when converting to polyline divider everything would work. Of cause a curve based alternative could also be handy. This would mean a huge step forwards for animation in SU. I'll try to make a tutorial if/when I have this last piece of the puzzle. Here's a link to some more interpolations: http://library.sfug.ch/trac/browser/trunk/branches/1.x/doc/as3/benchmarks/tweener/caurina/transitions/Equations.as?rev=219
  • [req]Model Scrambler

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    thomthomT
    @remus said: Hmm, I wonder if it would be possible to use transformations that don't destroy the model, but just make it hard/annoying to edit thinking smilie I think the hard thing would be finding a suitable transformation that can't be fixed using another ruby. Instead of rotating individual vertices, rotate whole connected geometry. Throwing everything slightly off scale is annoying as hell. Whenever I get a model where a model where everything is like that (usually based of some AutoCAD drawing) it makes me curl up under my desk and rock back and forth sucking my thumb.
  • [REQ] Reverse curve script

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    PixeroP
    Thanks, it works fine now. I have attached the script if anyone else needs it. Now off to fix those troublesome animation curves... reverseCurve.rb
  • [REQ / IDEA] For a new section tool

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    O
    will be wonderful!!!
  • [REQ] clean up multiple topos from earth

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    JClementsJ
    Chris, thanks for the video: I tried watching and I got up to the point where you were trimming with the extruded cubes, then bamm the PC totally powered off. Not sure why, but it been happening to me lately with large (long) videos. (anyone a clue why?) I'll try watching again at work. The method you used which I did watch is similar to what I have tried. I just wish there was an alternative way to automatically isolate and delete the overlaps with out re-triangulation.
  • [REQ] fill area with instances of components

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    P
    Thank you for the quick reply. MatrixProximity looks great, seems to be doing what I need. I'll play around with it later.
  • [Plugin] Edit Image Material v2.1 UPDATE! (ArchTools)

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    GaieusG
    There's no difference in the pro and free version in this.
  • [REQ] Make custom toolbar script

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    A
    I copy here the comment inside of Jim's example toolbars: Example Toolbar File A toolbar file is simply a text file containing a list of commands you want to appear on your toolbar. The # symbol denotes a comment and is skipped by the toolbar maker. The Toolbar filename must end in .txt. The name of the .txt file is used as the Toolbar name. Toolbar separators can be created using 3 dashes (---) on a line by themselves. You can create any reasonable number of custom toolbars, just create another .txt file in the same folder as this one. All available toolbars will be loaded. Commands are not case sensitive, but capitals can be used to help readability. For example, the following commands are identical: fileNew filenew FileNew Filenew FILENEW In the toolbar folder, there's a html file that contains the commands that you can insert in your custom toolbar. When you search a bit, you find that they refer to ruby scripts (for each single command) in the files/sketchup/commands subfolder. So I dublicated such a ruby, edited it and put the icon in the images folder. For example freeScale.rb: cmd = UI::Command.new("FreeScale") { FreeScale.launch false, true } cmd.small_icon = "../images/freeScale_sm.png" cmd.large_icon = "../images/freeScale_lg.png" cmd.tooltip = "Scale with orientation of scaling box" cmd.status_bar_text = "Scale with orientation of scaling box" cmd.menu_text = "Scale with orientation of scaling box" cmd.set_validation_proc { tool_validation_proc"FreeScale.launch") } @cmd = cmd The bold phrases need to be edited to make it work. The most difficult thing is to find how the function of a plugin is called. I opened the plugins, searched for 'UI.menu' which creates the toolbar buttons of the original plugin. I don't know what the underlined phrase is for.
  • [Request] Is there a plugin to save/set my icons & palletes

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    TIGT
    In Ruby UI.openURL(your_path_to_batch_file) runs a Windows "batch file" (.bat, .cmd etc or compiled stuff like kix or VB)... I'm sure there'll be equivalent UnixShell or AppleScript possibilities for the Mac - I think that, unlike PCs, Macs get a full install of Ruby, so perhaps for Mac this could even be implemented in Ruby outside of SUp ? ... However, there is one big problem with this... IF the batch file you run changes the SUp registry settings during a Sup session it's pretty much pointless - most of these values were read when you started SUp and will be rewritten when you exit SUp - therefore most of these changes you have reset within SUp wouldn't make any difference - they be ignored during the current SUp session and then lost as you exit SUp when it rewrites things. To reset the registry values you need SUp NOT to be open... BUT Ruby needs SUp open to carry on working. However, it could be made to work this way... A 'SaveToolbarsSettings' Ruby script would run suitable batch files to make the required files with the info extracted from the registry (or ini file for Mac ?) - all as outlined by CadFather - you could run this script at any time to make a backup of the current 'good' setup... A 'ResetToolbars' Ruby script would first save the model's path details to a temp-file - note: that if it were an 'unsaved' model you would be prompted to save if - if you cancelled the model would be discarded and the temp-file entry set to "". The script would then run a batch file. This batch file would wait (looping) while SUp was open (using plist etc ?). Assuming you didn't initially have an 'unsaved' model, then the script would save the model. The script would then close SUp (model.close_active ? or another 'process-killer' batch file ?). The batch file would then notice that SUp was no longer running and so it would re-start - it would rewrite the registry values for the saved toolbar settings - again, all as outlined by CadFather. Finally the batch file would reopen the model using the temp-file info that was saved at the start - note: if it was an 'unsaved' model then SUp would simply opene from the default template, with a new 'unsaved' model file. SUp should now continue to reopen with the toolbars setup as they were previously saved from a 'good version'... This way could effectively automate saving and resetting of the toolbar setup - accessed within SUp itself, initiated with Ruby, running external commands - however the coding needed extra-ruby for PC and/or Mac is not that easy - but I'm sure it's do-able... I don't have the time (or the patience !) to look at this right now... but perhaps CadFather or someone else could automate this furthe, using these ideas ?
  • [REQ] HTML Viewer for SketchUp

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    GaieusG
    @omuljungley said: I understood that the first time Gaieus, but there could be some other people who might have not. I didn't try to offend you in any way, it is just that when you advice someone to buy a software it is a paradox to say in the same sentence that you need to get it for free or "gratis". Others who see your post will also want to get it for free and if they can't get it from Abe they will get it from somewhere else. Well, that may also be a valid reasoning but you may never know what's behind such a "present" from a developer. For your information, I have received a free upgrade from SU 6 (Pro) to SU 7 (Pro) as well. In fact, although by accident, I ended up with two pro licenses of SU 7 (one of which I don't use of course because it's not what the aim of this free upgrade was). Now would this mean that everyone should be entitled to expect the same from Google? Or I have licenses of three commercial plugins for free for different reasons (beta testing or translating the English version to my mother tongue etc.). But seriously, let's put this aside because I'm also sure your intention was not "piracy" and I can imagine that sometimes one needs to try out something until he can make sure it will work. This is also why "trial versions" (and optimally "fully featured" ones) should always be available. So again, I'm glad it worked for you and indeed, Hypercosm is a great tool (and the Pro version is quite powerful, too). Unfortunately it's rather undervalued and not very well known by SU users although since they released the Mac version of the viewer, it has worked on all major platforms and browsers which you cannot tell about a lot of other applications of similar purposes.
  • Rigging ruby [req]

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    B
    The idea of having geometry sticking to groups and components crossed my mind once a long time ago, as I guess it has to many other people as well. I wonder what possibilities it would create for sketchy-physics if it worked ... Or maybe someone could make a script that creates a group like FFD, but you use tools to draw a 'skeleton' in it, and the script methods .distance and .distance_to_line to find out the closest point in the skeleton from the mesh, and move it based on the movement of the skeleton, perhaps based on the distance to that closest point aswell. Who knows if that would be possible or not though.

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