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    [REQ] Lock texture coordinates

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    • Chris FullmerC Offline
      Chris Fullmer
      last edited by

      That idea of taking all the UV's and then re-applying them - is that fairly stable? I could incorporate it into shape bender, for eaxmple. So it wouldn't fix the problem outside of shape bender, but at least shape bender would be able to do it. AND I wouldn't have to touch any model observers.

      Chris

      Lately you've been tan, suspicious for the winter.
      All my Plugins I've written

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      • thomthomT Offline
        thomthom
        last edited by

        When you set textures in SU you take a set of 3D points and specify some co-ordiates on the texture that should relate to them.

        ie.
        point1 -> 0.0, 0.0
        point2 -> 0.5, 0.0
        point3 -> 0.5, 0.5

        If point 1-3 was points in a rectangle face, then that would map the texture to tile half across the face.

        So, what I imagine, is that applying the same UV co-ordinates to the same points when the points move, should make the texture 'lock'.

        However, your Bender widget subdivides the mesh. So you'd have to sample the UV mapping after you subdivide, but before you apply the transformations.

        Thomas Thomassen — SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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        • Chris FullmerC Offline
          Chris Fullmer
          last edited by

          Interesting, thats something I'll look into the next release of shape bender.

          Chris

          Lately you've been tan, suspicious for the winter.
          All my Plugins I've written

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          • GaieusG Offline
            Gaieus
            last edited by

            I'm listening guys, I'm listening... 😳

            (BTW Thom; this is one aspect I mentioned before)

            Gai...

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            • D Offline
              dacad
              last edited by

              Thanks for the explanation thomthom and Chris Fullmer.

              I was hoping it would be possible but that's too bad...😞. Even if it were updated manually as thom said it would still be great because i think most people would just want the textured model for the final image and not while modeling, posing or whatever, it wouldn't work just for animations.

              I'm starting to see ruby as a way for sketchup developers don't work to much...

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              • thomthomT Offline
                thomthom
                last edited by

                I might be possible. It's just not very easy to do. At least not automatically. UV mapping is one of the areas in SU scripting that currently feel like a bit of black magic.

                @unknownuser said:

                I'm starting to see ruby as a way for sketchup developers don't work to much...

                ❓

                Thomas Thomassen — SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • D Offline
                  dacad
                  last edited by

                  I mean that since ruby was introduced it was at the beggining a great way to add specific functions and automatize some actions, and then turn into part of sketchup develpment itself (every "new" stuff that it's presented it's a ruby plugin like DCs and sandbox, and this brings a dated engine to his knees) and the only hope to solve bugs and limitations of the software (we need a plugin to work as follow me was supost to, or just to draw a basic curve shape...) without google having to do nothing (the users work for advance features and solving bugs in the tools instead of the developers).

                  Keep in mind that we don't have any new modeling tool, animation tool or mapping/texture tool since follow me and sandbox in sketchup 4-5...but i believe that this develpment path was more a marketing decision then a development one, but still a (very) bad marketing decision

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                  • D Offline
                    dacad
                    last edited by

                    But back to topic, maybe the best way for this need is to export the mesh to other 3d package texture it there and import it again to set up the final scene, but the big problem here is that importers have big problems with keeping the textures in place with uvwarping or big meshs...But is there any better way to do this??

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                    • D Offline
                      dacad
                      last edited by

                      thanks thomthom.
                      That's what i suspected. with so many software i use to each task, i'm starting to mix up shortcuts keys lolol.

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        A different application might be the way to go at the moment. SU isn't very ideal for rigging. And I'm a believer of using the right tool for the right job. I think that SU might not be the right tool for this.

                        Thomas Thomassen — SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • W Offline
                          Whaat
                          last edited by

                          Here are some methods to load and save UV sets. If someone wants to use them to create a 'lock texture' plugin, that's fine with me. 😄

                          def store_uvs(ents,uvset)
                          
                          face=0
                          case uvset
                          	when 0
                          		key="uv0"
                          	when 1
                          		key="uv1"
                          	when 2
                          		key="uv2"
                          	when 3
                          		key="uv3"
                          end
                          
                          Sketchup.active_model.start_operation "Save UV set"
                          
                          for e in ents
                          	
                          	if (e.valid?) and (e.class==Sketchup;;Face)
                          		
                          		polymesh=e.mesh 5
                          		uvs=polymesh.uvs 5
                          		for i in (0..uvs.length-1)
                          			uvs[i]=uvs[i].to_a  #converts the Point 3D objects to arrays so they won't be transformed
                          		end
                          		e.set_attribute 'uvs',key,uvs
                          	
                          	face=face+1
                          	Sketchup.set_status_text("Stored uvs for #{face} faces.")
                          	end
                          		
                          end
                          
                          UI.messagebox "UVs saved for #{face} faces."
                          
                          Sketchup.active_model.commit_operation
                          
                          end #function
                          
                          ###################position a texture on a material from a stored UV set
                          def position_map(entities,set)
                          
                          face=0
                          failed=0
                          return if set=="SU"  
                          key="uv"+set.to_s
                          p "positioning map"
                          p entities
                          for e in entities
                          	p e
                          	if (e.valid?) and (e.class==Sketchup;;Face)
                          		
                          		uvs=e.get_attribute 'uvs',key    #gets the stored array of uv coordinates for this face for the given uv set
                          		p uvs
                          		if uvs
                          			pos=[]
                          			polymesh=e.mesh 5   #get a polygon mesh representation of the face
                          			polygons=polymesh.polygons  
                          			poly_index=0
                          			begin
                          				for p in polygons[poly_index]
                          					point=polymesh.point_at(p.abs)
                          					if point
                          						pos.push(point) 
                          						pos.push(uvs[p.abs-1])
                          					end
                          				end
                          
                          				e.position_material e.material, pos, true
                          				face=face+1
                          				Sketchup.set_status_text("Loaded uvs for #{face} faces")
                          			rescue  #this is required because SketchUp sometimes fails to position the texture properly
                          				poly_index=poly_index+1
                          				if polygons[poly_index]
                          					pos=[]
                          					retry  #try to postion texture again using next polygon in the face
                          				else
                          					failed=failed+1
                          				end
                          			end
                          	
                          			
                          		end
                          	end
                          end
                          
                          if failed>0
                          	stext="Unable to load
                          	UVs for #{failed} faces.  Loaded UVs for #{face} faces."
                          else
                          	stext="Loaded UVs for #{face} faces."
                          end
                          
                          #UI.messagebox (stext)
                          
                          
                          end  #end position map
                          

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                          • D Offline
                            dacad
                            last edited by

                            WOW, thanks Whaat. Has always you're great!:)
                            My knowledge in ruby is very limited so can anyone help with this? (or change the name of this topic to "[Request]Lock texture coordinates")
                            Thanks in advance

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                            • R Offline
                              remus
                              last edited by

                              Unfortunately it isnt quite as easy as that. Ruby has it's own separate commands that dont necessarily match those that you see in the SU UI.

                              I suppose you could think of it as ruby seeing a different UI to what the user sees: sometimes the stuff we see matches up with what ruby sees, sometimes ruby sees extra stuff we dont see and sometimes we see stuff ruby doesnt see.

                              http://remusrendering.wordpress.com/

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                              • J Offline
                                Jackson
                                last edited by

                                I was going to post a request/enquiry regarding this precise issue when I found this post. What baffles me is that this can already be done per individual face via the left click texture position editor (Right click on face>Texture>Position>Enter) which is fine for cuboids, but is pretty much useless when working on large triangulated meshes.

                                As it's already possible on a per face basis in SU is it not relatively simple to write a ruby which simply repeats this action on all selected faces? Easy for me to say seeing as am and most likely always will be completely useless at programming, but Matthieu Noblet's "Components to Groups" script got me thinking. In principle it does almost exactly what we want- allows you to select geometry/groups/components, then performs a series of right click actions upon it/them. In that case it is:

                                Select Component>Explode>Group>Deselect>Select Next Component>Explode, Group,... etc.

                                Could the same principle (or even some of the same code) not be applied to this problem so you select a mesh, and the ruby then starts the sequence: Select Face>Texture (i.e. Open Texture Editor)> Position>Enter>Select Next Face,... etc?

                                I've had a look in Matthieu's C2G code, but like I said, even basic ruby is beyond me. Matthieu's a very generous guy who I'm sure if requested would be willing to allow someone to edit and redistribute parts of it for a good cause. This ability, combined with all the recent "organic" modelling ruby scripts would be incredibly useful for SU users like myself who would rather keep 3D Max and Rhino OUT of their workflow!

                                I understand of course (or at least I think I do) that SU has major UV mapping shortfalls- as I understand it, if you stretch/deform a face in SU elasticly, there's no way for SU to stretch the texture accordingly so edges still tile with adjacent faces (though that does make me wonder how Whaat's UV Spherical Mapping tool works?), but even an automation of the current Texture>Position>Enter would be of enormous benefit.

                                p.s. guess who just spent 2 days texturing a tree! 😢

                                Jackson

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @jackson said:

                                  I was going to post a request/enquiry regarding this precise issue when I found this post. What baffles me is that this can already be done per individual face via the left click texture position editor (Right click on face>Texture>Position>Enter) which is fine for cuboids,

                                  That doesn't lock anything. If you map a texture to a face (quad - or whatever - doesn't matter) and do the Position trick - then when you move an edge or vertex the texture doesn't stick with it.

                                  I wonder if you're asking for something else..?

                                  Thomas Thomassen — SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • J Offline
                                    Jackson
                                    last edited by

                                    Tom,

                                    That's what I said at the end- it doesn't stick the texture to the vertices or edges, but it does stick the texture to the face. Once you've hit Enter you can move or rotate the unedited face about as much as you want and the texture will stay in place- i.e. SU seems to create a new UV coordinates plane which is fixed coplanar to the face. In this way the texture stays fixed until you edit the vertices or edges at which point the texture "moves" or rather the texture actually stays fixed on the face's UV plane while the faces geometry floats around on it. Like I said, it wouldn't be SU's answer to pelt or shrink mapping, but each face having its own UV coordinates plane would still be an enormous help in SU.

                                    Jackson

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                                    • R Offline
                                      remus
                                      last edited by

                                      Doesnt that happen anyway? i.e. without the right click->position texture thing.

                                      http://remusrendering.wordpress.com/

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                                      • GaieusG Offline
                                        Gaieus
                                        last edited by

                                        If you don't position the texture on the face,it will be positioned to the world axes. If you start moving the face around, you can see the texture "move" relative to the face but "stick" absolute to the WAxes. This can be "fixed" by positioning the texture on the face but it won't get really stuck to it but as Jackson says, it will stick to another "plane" that is "positioned" to the face itself, not the WAxes.

                                        Still if you start editing any vertex (say just start moving an edge), the texture won't follow but remain on this "invisible plane".

                                        Hard to explain something hat only virtually exists 😮 and maybe is not even so just I make up these "synonyms" to explain what I experience. 😲

                                        Gai...

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                                        • R Offline
                                          remus
                                          last edited by

                                          I see what you mean, i'd never noticed that before, for some reason 😕

                                          http://remusrendering.wordpress.com/

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                                          • GaieusG Offline
                                            Gaieus
                                            last edited by

                                            Well, it's not apparent until you encounter a certain case...

                                            Gai...

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