[Plugin] triangulateFaces.rb v1.2 20101120
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@kwistenbiebel said:
Thank you TIG for this plugin.
Do we still need to add those extra lines in the ruby console to get a menu?
I couldn't find it in the Plugins/Tools menu, thus my question...'Triangulate Faces in Selection' should be in the Plugins menu...
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Strange, I can't find it anywhere in my long long plugin list .
Maybe it clashes with some other plugin? (I do have WxSU installed which caused me trouble with other plugins in the past).
By the way, I am on SU6 Pro. -
@kwistenbiebel said:
Strange, I can't find it anywhere in my long long plugin list .
Maybe it clashes with some other plugin? (I do have WxSU installed which caused me trouble with other plugins in the past).
By the way, I am on SU6 Pro.If you have 2.1 open it in a text editor and read the last bit it should define the menu...
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I finally figured out how to triangulate any face without the side effect of filling holes.
def triangulateFace(face) mesh=face.mesh(1) faces=mesh.polygons verts=mesh.points uvs=mesh.uvs(true) outmesh = Geom;;PolygonMesh.new faces.each{|f| outmesh.add_polygon(verts[f[0].abs-1],verts[f[1].abs-1],verts[f[2].abs-1]) } ents=Sketchup.active_model.active_entities mat=face.material face.erase! grp = ents.add_group grp.entities.add_faces_from_mesh(outmesh) grp.entities.each{|e| if(e.class==Sketchup;;Edge) e.smooth=false e.soft=false elsif(e.class==Sketchup;;Face && mat!=nil) #handle materials and uvs. uva=verts.index(e.vertices[0].position) uvb=verts.index(e.vertices[1].position) uvc=verts.index(e.vertices[2].position) e.material=mat e.position_material(mat,[verts[uva],uvs[uva],verts[uvb],uvs[uvb],verts[uvc],uvs[uvc]],true) end } grp.explode end
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Could you please clarify for a 3D newie the purpose of triangulation in this case?
Does it means the model will be correct or will work better or is merely a way of get more detail? -
@coronel said:
Could you please clarify for a 3D newie the purpose of triangulation in this case?
Does it means the model will be correct or will work better or is merely a way of get more detail?If you have a mesh that's rectangular it won't deform consistently. If you triangulate the faces they will... etc.
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I needed the triangulation to prepare a model for export.
Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?
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@tig said:
@cphillips said:
I needed the triangulation to prepare a model for export.
Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?
There is only a method to 'place material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method...
Do you mean position_material? It takes a bool for front or back material
http://code.google.com/apis/sketchup/docs/ourdoc/face.html#position_material
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Thanx really useful!
where download?
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@ideas_arte said:
where download?
That's a valid question; it is not clear which version is the latest, and it is harder than necessary to locate the download.
The download is about 5 posts before this one.
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@cphillips said:
I needed the triangulation to prepare a model for export.
Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?
There is only a method to 'position material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method ? ...
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@cphillips said:
@tig said:
@cphillips said:
I needed the triangulation to prepare a model for export.
Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?
There is only a method to 'place material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method...
Do you mean position_material? It takes a bool for front or back material
http://code.google.com/apis/sketchup/docs/ourdoc/face.html#position_material
Duh! I'll adjust the code and re-post...
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There's something afoot... What I posted before worked - on keeping the front face texture mapping but not on the back_face... Now when I try it it fails to map both faces ? Any ideas - CPhillips's idea worked fine in tests but now seems to fail...
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Post the code and I'll have a look. It might be the face.mesh(1). I think you need to use a different number when you want back uv's as well.
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@honoluludesktop said:
Hi TIG, Any way to convert this kind of mesh into its component triangles?
I wrote an example script a few weeks ago to do something like this... http://forums.sketchucation.com/viewtopic.php?p=186068#p186068
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TIG, Thanks for the link, it works. Now I can make small edits to the (mesh?).
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@tig said:
Result: it triangulates a face... front Texture UVs are kept.
hey TIG,
if i run the script on this sphere, the UVs go haywire.
am i misunderstanding or misusing the script?
thanks[edit] ok, wait.. i just read the rest of the thread and i guess this hasn't been sorted out ?
sorry about the size.. i guess i could of used a smaller texture
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@unknownuser said:
@tig said:
Result: it triangulates a face... front Texture UVs are kept.
hey TIG,
if i run the script on this sphere, the UVs go haywire.
am i misunderstanding or misusing the script?
thanks[edit] ok, wait.. i just read the rest of the thread and i guess this hasn't been sorted out ?
It's broken... the UV mapping was CJP's but it still needs fixing...
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@tig said:
It's broken... the UV mapping was CJP's but it still needs fixing...
ah, ok..
too bad[fwiw - i can manually triangulate the sphere using and everything turns out ok.. i guess this script is doing something other than just drawing lines to cut quads in half?]
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