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    [Plugin] Originate component axes

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    • TIGT Offline
      TIG Moderator
      last edited by

      This one liner copy/paste + <enter> into the Ruby Console will move the insertion points [axes] of all selected instances to the origin, also making multiple-copies unique...

      m=Sketchup.active_model;s=m.selection.to_a;is=s.find_all{|i|i.class==Sketchup;;ComponentInstance};m.start_operation('t');is.each{|i|i.make_unique if i.definition.instances[1];d=i.definition;t=i.transformation;es=d.entities;es.transform_entities(t, es.to_a);i.transform!(t.inverse)};m.commit_operation
      

      TIG

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      • GaieusG Offline
        Gaieus
        last edited by

        Prefect, this is exactly what I meant (and nested components are not affected, exactly as I wished).

        Thank you very much, TIG! 😍

        (Note to myself and others: the plugin uses the original world axes so if one moves the axes elsewhere, do not be surprised)

        I'd have a question though. Now I have a bunch of lines of code: what do I need to do to have a plugin from those?


        And thanks Tim as well of course - but I did not go to try after this 😄

        Gai...

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        • mitcorbM Offline
          mitcorb
          last edited by

          That's ok, Csaba. If I were TIG, I would have done the same thing as he. 😆
          EDIT: only, it would have taken me a week to get back to you.

          I take the slow, deliberate approach in my aimless wandering.

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          • PixeroP Offline
            Pixero
            last edited by

            Funny, just today I was needing the same thing.
            Thanks!

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            • GaieusG Offline
              Gaieus
              last edited by

              Thanks very much again, TIG!!!

              Gai...

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              • simon le bonS Offline
                simon le bon
                last edited by

                Hi Gaï, TIG, tim, Jan, 😄

                Can someone shows in what sort of case this new plugin is (very) useful? Excuse me but my mind is dry to imagine it 😕

                😎 simon

                PS: However, thank you TIG for this one and how many others+++

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                • mitcorbM Offline
                  mitcorb
                  last edited by

                  Hi, simon:
                  What I understand is this plugin will place the axes/origin of numerous components at the global axes origin of the model space. Gaieus can explain his purpose better than me. I was just cruising the Plugins Index in response to his request.

                  I take the slow, deliberate approach in my aimless wandering.

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                  • C Offline
                    chrisjk
                    last edited by

                    As long as components haven't been purged from model, it would make it very easy to replace stuff that has been deleted from the working model - sort of paste in place for things not on the clipboard.

                    Chris

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                    • demD Offline
                      dem
                      last edited by

                      It's great plugin!

                      But unfortunately it do not work for proper crop orientation of "make unique texture" function(

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                      • J Offline
                        jaceguay
                        last edited by

                        There is a way to make it work on any components and groups in the model not only the top level ones?

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                        • john2J Offline
                          john2
                          last edited by

                          I would like it to work for all nested components within a component. So if we use the co nand on one component, all the nested components should also get originated axes. Currently it works for a single component. We have to manually select the nested components every tome within a component to make this plugin work.

                          Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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                          • josephkim626J Offline
                            josephkim626
                            last edited by

                            In addition to making this work on groups as well as the components, It should have option to work on all nested groups and components?

                            Also, perhaps way to choose which axis to change to. Not limited to the world only, but perhaps to the axis of the currently active component or group?

                            I hope this makes sense.

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                            • panixiaP Offline
                              panixia
                              last edited by

                              Is there a similar plugin to force align ALL selected component/groups AND nested subgroups/subcomponents local Y+ axes to world Z+?
                              That would be extremely handy when preparing models for game engines and similar stuff..
                              I'm searching everywhere with no luck.. 😢

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