[Plugin] SketchUV - now free
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@ely862me said:
Hi, Dale
I am using SketchUV mostly for it's selecting features, and I was wondering if you could add a new function to the Path Select Tool. What I need and I think it would be welcome is to be able to select more than one path by pressing the CTRL key as in the native Select tool.
For example I have two exploded circles(or two random contours) and I want to connect those, I use the Path select on one contour, then I press CTRL key and select the next one, then I use Curviloft and "Voila!".
In the actual case we are not able to select more than one path.Or there is a way that I am not aware of ?Thanks !
Maybe if you weld the paths with the Weld plugin, you might be able to do this. I have not used Curviloft so I am not sure...
Someday, I would like to release the Path Select Tool as a standalone plugin. Maybe then, I could add that feature, too.
Thanks.
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I am sorry I have not explained myself better .
By connecting the paths I meant to create a surface between them.
The impediment is that after you select one path you can't select another one. In this case I select one path with the Path Select tool then I hold CTRL and take the Select tool from Sketchup and select the segments one by one(which is very hard and time consuming).
Long story short : Take Path Select Tool and select a path then hold CTRL and select as many paths as you want !(This is what I think it will be very useful!)Thank you!
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Hello,
Is there a way to correct the distortion shown below tool with a UV tool or is the error in the map projection?
Thanks for any help.
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It looks like it's the map, which isn't good enough...
Here's my attempt with a map from JHT's Planetary Pixel Emporium...
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Hi Kim,
thank you for your help and your effort. Also thanks for this link.
Charly
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Hello and thank you for this much needed plugin.
I am rendering in Modo and need to export my models.
I notice that each polygon gets assigned its own material, creating hundreds of materials and making the export near impossible.
Is this how the plugin is intended to work?
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@swissmountain said:
Hello and thank you for this much needed plugin.
I am rendering in Modo and need to export my models.
I notice that each polygon gets assigned its own material, creating hundreds of materials and making the export near impossible.
Is this how the plugin is intended to work?
Sorry for the late reply.
You need to use the Triangulate feature in SketchUV prior to exporting in order to reduce the number of exported materials. This is explained in the SketchUV tutorials.Dale
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Does anyone have problems with this plugin and SU14?
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Yes, for example errors in the Ruby Console when using a spherical map. I wrote an e-mail to D. Martens and he replied that there will be an update in a few weeks.
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@cotty said:
Does anyone have problems with this plugin and SU14?
Me, I was looking for an updated version.
I need this tool to work with SU 2014
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As Extractor wrote a solution seems to be on the way...
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@cotty said:
As Extractor wrote a solution seems to be on the way...
Updated version available on Extension Warehouse.
SketchUp Extension Warehouse
Your library of custom third-party extensions created to optimize your SketchUp workflow.
(extensions.sketchup.com)
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Respect, Dale... -
Got a donation link Dale? This plugin well deserves donations!
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I got a lot of erros when i export a model to blender and than back. Most of the times i get errors on faces which cant be mapped. The model is kind of a mess, triangles and quads together. Do i need to fix all of this first?
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Have no quads on export.
Blenders obj exporter doesn't place nice with SketchUV.
There's the ability to import blender quads as obj with QuadFace Tools.
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That seems like a dirty solution. There's a quad texture in this plugin than why cant it handle quads correct, making it triangles makes unnecessary big. Isnt there a other solution
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Do some tests on exporting obj from blender.
You'll see that non planar quad faces are subdivided and not triangulated.
So whilst these plugins support the QuadFace convention it doesn't work both ways unless you force it.
The other solution which is faster is to stay entirely in Blender.
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