SU 9 Wishlist
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I'd like see the real change in the performance field.
Something like this:
[flash=700,450:11o27hhi]http://www.youtube.com/v/Gz6bOU4JX1w[/flash:11o27hhi]
EDIT: I fixed your faulty flash-code and linking... TIG -
Additional teasing:
http://www.youtube.com/watch?v=VdxwWKBy4gU&feature=player_embedded#at=104
@TIG: thank you. Could anyone teach me how to transform url to the flash preview please? -
@rv1974 said:
Could anyone teach me how to transform url to the flash preview please?
Here is a topic:
http://forums.sketchucation.com/viewtopic.php?f=79&t=10103Jim also made a browser plugin (sometimes you may want to adjust the size to make it "nicer" but not necessary):
http://forums.sketchucation.com/viewtopic.php?f=179&t=28717 -
@rv1974 said:
I'd like see the real change in the performance field.
Something like this:meh wants!!!
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[flash=640,390:2bmvkra9]http://www.youtube.com/v/VdxwWKBy4gU&feature=player_embedded#at=104[/flash:2bmvkra9]
@Gaieus: -
@rv1974 said:
Additional teasing:
@TIG: thank you. Could anyone teach me how to transform url to the flash preview please?
Edit your original post and read what I added...
To embed most movies this method works...
Note that I've added spaces into the [url] and [flash] tags to 'break' them so you can read them !
[url ]http://www.youtube.com/watch?v=VdxwWKBy4gU&feature=player_embedded#at=104[/url ]
http://www.youtube.com/watch?v=VdxwWKBy4gU&feature=player_embedded#at=104
becomes the flash code
[ flash=700,450]http://www.youtube.com/v/VdxwWKBy4gU[/flash ]
[flash=700,450:1jujbepr]http://www.youtube.com/v/VdxwWKBy4gU[/flash:1jujbepr]
Note how you specify the flash= width,height in pixels for the embedded 'window' and [for YouTube files at least] you change the http path to ...com/v/MovieTag -
It would be useful if when selecting the circle tool the circle pointer icon displayed the currently set number of segments. This small addition would prompt the user to consider 'more or less' segments before drawing the circle.
Regards,
Bob -
@watkins said:
It would be useful if when selecting the circle tool the circle pointer icon displayed the currently set number of segments. This small addition would prompt the user to consider 'more or less' segments before drawing the circle.
Regards,
BobIt Does this now.
When you click on the circle or arc tools, the current number of segments are shown in the VCB (Measurements box). Usually 24 for the circle and 12 for the arc.
Start your circle/arc and that is the segments you draw in, until you select the tool next.To change the segment value, click on the tool, and then, before any draw operation, type the number of segments you want followed by "S" and <enter>. The tool stays in that segment count till you select the tool again and change it.
You cannot change the segment count after you start to draw. However, you need to select some other tool or the select <spacebar> first, before the circle/arc tool again.
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Dear Joel,
Yes, I know about the VCB box displaying the number of segments, and I should check it more often than I do, but I often forget. What I am suggesting is a 'prompt' to remind you to change (or not) the number of segments.
Kind regards,
Bob -
BumpMaps, I definately want a good bumpmapping tool.
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@jgb said:
It Does this now.
When you click on the circle or arc tools, the current number of segments are shown in the VCB (Measurements box). Usually 24 for the circle and 12 for the arc.
Start your circle/arc and that is the segments you draw in, until you select the tool next.Cool, didn't know that. It would be nice if when you clicked on an already created circle, though, the segments would still pop up in the VCB. Currently it displays nothing there. That's about the only thing I use the entity info bar for so it'd be nice to totally do away with that.
-Brodie
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What I would want is more menu options, i.e. Edit#1, Edit#2, Edit #3,Draw#1, Draw#2, Draw#3, Tool#1, Tools#2, Tools#3, and Plugin#1, Plugin#2, Plugins#3. And also the possibly to rename each. So if you had no plugins in Edit#1, it wouldn't show. However, if you wanted, you could name Edit#1 to Cleanup Tools, and so on. This way, my plugin menu option would not be required to have all the plugins which it now has and I could sort the plugins by actions or functions.
Ken
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@unknownuser said:
It would be nice if when you clicked on an already created circle, though, the segments would still pop up in the VCB. Currently it displays nothing there. That's about the only thing I use the entity info bar for so it'd be nice to totally do away with that.
-BrodieIf you keep the Entity Info box open all the time, and you select an arc or circle, it will tell you how many segments there are, and the Radius (for the circle) or arc length.
If the circle has not been exploded (fully intact) you can change the number of segments and/or the radius by changing the non-grayed out values in the Entity Info box. For non-intact circles/arcs, there are some elements that can be changed that way, but with varying results.
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@jgb said:
@unknownuser said:
It would be nice if when you clicked on an already created circle, though, the segments would still pop up in the VCB. Currently it displays nothing there. That's about the only thing I use the entity info bar for so it'd be nice to totally do away with that.
-BrodieIf you keep the Entity Info box open all the time, and you select an arc or circle, it will tell you how many segments there are, and the Radius (for the circle) or arc length.
If the circle has not been exploded (fully intact) you can change the number of segments and/or the radius by changing the non-grayed out values in the Entity Info box. For non-intact circles/arcs, there are some elements that can be changed that way, but with varying results.
right right, and it's not a huge box or anything. currently i just always keep it minimized all the time and only 'open' it on the occasion that I need to change the # of segments. My point is simply that this is literally the only thing I use it for, so replacing that one function and moving it to the VCB would be a nice little space saver for my screen.
-Brodie
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Might as well toss my two cents in... some useful, basic changes that are long overdue:
- Select front faces that have no material.
- Put Sketchup.break_edges= true | false into preferences. I almost always have it set to false and typing that into the ruby window each and every time I start is a PITA.
- When rotating a material, please, please, let me type the numeric value. You do it with the rotate tool... why not here as well?
- Give us the means to color the endpoint pixels differently from the line itself. They can be very hard to see in many circumstances.
- Let me define a shortcut for texture rotation.
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@genma saotome said:
- When rotating a material, please, please, let me type the numeric value. You do it with the rotate tool... why not here as well?
+11
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I agree with you Dave...
BUT currently you can select all active faces that don't have a material with this one liner pasted into the Ruby Console or made into a short script...m=Sketchup.active_model;s=m.selection;s.clear;m.active_entities.each{|e|s.add(e)if e.class==Sketchup;;Face and not e.material}
To set 'break_edges' false UNLESS you set it true [i.e. reverse the usual default] add a script to the Plugins folder called say
#break_edges.rb
and into it add this one short line of codeSketchup.break_edges=false
- now when Sketchup starts it has always 'break_edges' set to 'false'...I agree that the texture rotation should be editable by typing in an angle. It'd make a good addition to thomthom's UVtools - select the face with the texture, run the tool and pick center for rotation [defaults to 1st vertex], 'axle' is set as face.normal, and them either manually move cursor to see texture rotate dynamically, or type an angle in the VCB to rotate it by etc...
The edge ends coloring could be useful in some circumstances.
Being able to shortcut beyond the basic Texture command would be very good too...
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I don't care how naive this seems, but more pushpins for placing photos as texture.
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Well, that's been raised, too. This way we could manipulate UV mapping much more flexibly.
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@gaieus said:
Well, that's been raised, too. This way we could manipulate UV mapping much more flexibly.
Could you please explain what UV mapping is all about?
I think it has to do with photorealistic rendering but I really do not know.
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