Quadrulate
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how did you activated the dottet lines. so that you see where a line would be?
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View->Hidden Geometry
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hmm view hidden does not show them on every face. only on some in my case.
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First, are there really hidden lines? They only happen when surfaces are not planar. Second, try zooming in on them and rotating the view.
Best,
Jim
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speaking as a modeler that exports his work out to other apps on a regular basis, this is a needed ruby.
trust me.. if you don't draw in those face lines and export, they won't be there and you get a mangled model. drawing them in to remove N-Gon* faces is time consuming..*N-Gon - faces with more than 4 points.
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[not exactly a solution to your problem... just ideas..]
there's often ways to speed up certain tasks with the standard tools.. in that exact scenario, you could draw one line then copy/rotate the rest.. it's pretty fast and painless.. also, if you know you're going to have to do that at the end, maybe look for ways to take care of it as you're drawing..
still, if i had to do this to all my drawings, i'd hope for a ruby solution too.[flash=640,385:o8ujj2j7]http://www.youtube.com/v/RxLAdRk73gM&hl=en_US&fs=1&" type=[/flash:o8ujj2j7]
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Yeah, Jeff, that works IF you are using offsetted CIRCLES but try to offset an arc only (then close the open ends) and it is not the same.
Now imagine that in order to map this (below) I had to manually draw HUNDREDS of lines.
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Gai, three words.. joint push pull
i just divided the arc into small segments then divided the straight lines using the same segment length.. push/pulled it out then joint_push_pull the orange surface..
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Will try - thanks for the tip!
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jeff. you rotated your line in the video and then they were duplicated yrount the circle. how you did that (shortcut)
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some trick that u learn while using Sketchup
[flash=660,525:6xo5tr8j]http://www.youtube.com/v/Yk6ok7S8goA&hl=en_US&fs=1&color1=0x5d1719&color2=0xcd311b&border=1[/flash:6xo5tr8j]Elisei
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Like triangulate, having the option to quadrulate would be fantastic. When pulling in a nice simple SketchUp model to Max or Maya, it can get triangulation from hell. Having a quadrulate will help reduce this, but not be as unwieldy as triangulation.
Plus, quadrulate would work great with thomthom's UV Toolkit!
http://forums.sketchucation.com/viewtopic.php?f=323&t=18992 -
@alz said:
Like triangulate, having the option to quadrulate would be fantastic. When pulling in a nice simple SketchUp model to Max or Maya, it can get triangulation from hell. Having a quadrulate will help reduce this, but not be as unwieldy as triangulation.
Plus, quadrulate would work great with thomthom's UV Toolkit!
http://forums.sketchucation.com/viewtopic.php?f=323&t=18992Do quads stay quads when you export from SKP and import into Max/Maya? Or do they get converted to triangles anyway?
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They get converted to triangles with what I'm using. There might be a better converter out there that keeps them.
With all faces being quads in SketchUp however, it guarantees a cleaner triangulation. When you let the exporter decided how to triangulate a 5-nth sided poly, you can get some crazy triangulation with very smaller face slivers.
I'm having to manually triangulate most of my SketchUp model to make sure it doesn't create these small sliver tri's. But then you're left with a bulky SketchUp model. Compared to 5-nth sided polys quads are still bulky, but better than tri's.
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actually you can use Whaat's UVMapper beta ruby to export cleanly from SU.
the file the Ruby writes for the mapping is a perfectly useable OBJ format file you can read into anything that can read OBJ. does not triangulate the model.. what you model is what you get
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@khai said:
actually you can use Whaat's UVMapper beta ruby to export cleanly from SU.
the file the Ruby writes for the mapping is a perfectly useable OBJ format file you can read into anything that can read OBJ. does not triangulate the model.. what you model is what you get
I'm not even sure if my UVMapper can be used for exporting an entire scene or just a collection of selected faces.
I think the 3DS format supports only triangles, right? But what I think alz is saying is that the SketchUp 3DS exporter does not triangulate polygons in an ideal way.
I have also found that SketchUp does not triangulate convex polygons very well. It ends up creating slivers of small triangles.
Subdivide and Smooth does triangulation 'under the hood' and for triangulating a convex polygon, I just add a point to the center of the polygon and join all the polygon points to it. Is this the type of triangulation that you want?
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Whaat? it can. trust me
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I tried out UVMapper -- and it works really nice! If a model only has one texture you can import it (into 3dsMAX) as a complete model. This OBJ aspect is a lot better than other importers I just tried (scale and position is correct).
If UVMapper was expanded to input a file location and support multiple UVs, you could export the whole model (even just for OBJ importing/exporting)!
And yes -- the native subdivision in SketchUp creates some wacky face slivers. I saw it mentioned somewhere else, but I wish Google would develop a different function to criss-cross divisions, rather than pinwheel them like spokes. (I miss AtLast's more frequent improvements)
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If anyone is familiar with 3ds MAXSCRIPT, here's a Quadrulate script someone made. Granted it's not much use for SketchUp, but maybe some of the concepts in it will help someone find a ruby solution for SketchUp.
http://www.scriptspot.com/scripts/web_upload/Gene%20Crucean/quadrangulate.mzp
(*.mzp is just a zip file for Max)
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