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    [Plugin] QuadFaceTools

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    • john2J Offline
      john2
      last edited by

      I'm getting error in SU 2014

      C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:39: syntax error, unexpected tSTRING_BEG, expecting keyword_end
      ex.creator = 'Thomas Thomassen (thomas@thomthom.net)'

                                                         ^
      

      C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: syntax error, unexpected tCONSTANT, expecting keyword_end
      ex.description = 'Suite of tools for manipulating quad faces.'

                           ^
      

      C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: syntax error, unexpected tIDENTIFIER, expecting keyword_do or '{' or '('
      ex.description = 'Suite of tools for manipulating quad faces.'

                                                          ^
      

      C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: syntax error, unexpected tSTRING_BEG, expecting '('
      ex.description = 'Suite of tools for manipulating quad faces.'

                                                                  ^
      

      C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: unterminated string meets end of file

      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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      • TIGT Offline
        TIG Moderator
        last edited by

        @John2

        Have you installed the latest version of this Plugins AND the TT Lib [both available from the SketchUcation PluginStore] ?
        It looks like you copied a older incompatible version from another SketchUp Plugins folder ?
        All of TT's scripts should be compatible with v2014 [and earlier] IF you use the latest versions which have been updated to suit...

        TIG

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        • john2J Offline
          john2
          last edited by

          @tig said:

          @John2

          Have you installed the latest version of this Plugins AND the TT Lib [both available from the SketchUcation PluginStore] ?
          It looks like you copied a older incompatible version from another SketchUp Plugins folder ?
          All of TT's scripts should be compatible with v2014 [and earlier] IF you use the latest versions which have been updated to suit...

          I did copy files from my v8 folder πŸ˜’ , but I deleted all the tt_ files manually. Then I went to SCF plugin store and installed all tt_ plugins one by one. The error still there. Is there a way to purge obsolete files so that I don't get an error? Just like there is fredo6 library purge option?

          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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          • cottyC Offline
            cotty
            last edited by

            You can delete the files which are mentioned in the error message.

            my SketchUp gallery

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            • thomthomT Offline
              thomthom
              last edited by

              All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.

              Thomas Thomassen β€” SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • john2J Offline
                john2
                last edited by

                @thomthom said:

                All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.

                Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors πŸ˜„

                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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                • john2J Offline
                  john2
                  last edited by

                  @thomthom said:

                  All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.

                  Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors πŸ˜„

                  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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                  • thomthomT Offline
                    thomthom
                    last edited by

                    Excellent! πŸ˜„

                    Thomas Thomassen β€” SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • john2J Offline
                      john2
                      last edited by

                      @thomthom said:

                      Excellent! πŸ˜„

                      πŸ‘

                      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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                      • john2J Offline
                        john2
                        last edited by

                        Can these tools somehow used to solve the problem I'm facing here?

                        http://sketchucation.com/forums/viewtopic.php?f=15%26amp;t=57167%26amp;p=520075#p520075

                        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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                        • romboutR Offline
                          rombout
                          last edited by

                          How does the blender quads to sketchup quads work, when i press the Suzanne (monkey) icon nothing happens?

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            It's for converting imported geometry to Quads. When exporting geometry to blender and importing into SketchUp the edge that split the triangles in a non-planar quad is hidden - this function convert it to work with QuadFace Tools.
                            https://bitbucket.org/thomthom/quadface-tools/wiki/Features#!convert-blender-quads-to-quadface-quads

                            Thomas Thomassen β€” SketchUp Monkey & Coding addict
                            List of my plugins and link to the CookieWare fund

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                            • Rich O BrienR Offline
                              Rich O Brien Moderator
                              last edited by

                              When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads

                              Download the free D'oh Book for SketchUp πŸ“–

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                @rich o brien said:

                                When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads

                                When does it fail? 😲

                                Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • Rich O BrienR Offline
                                  Rich O Brien Moderator
                                  last edited by

                                  By fail I mean the mesh generated is not what you had in blender.

                                  Tons of reversed faces and duplicate faces.

                                  Download the free D'oh Book for SketchUp πŸ“–

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                                  • G Offline
                                    gamophyte
                                    last edited by

                                    I am a noob at uv mapping but know SU pretty well. I simply wanted a texture to wrap around the outer lamp shade, I am building for a game.
                                    No matter how many times I try, I can't seem to get the materiel on the outside of the shade (I selected out from the rest of the model). It keeps appearing on the inside. I realized that selecting faces outside is also selecting faces inside. I know I can make the shade thicker but I need it to be one poly thick to keep polys down.
                                    http://i.imgur.com/ZpGq2CW.png

                                    Is there a way to do this?
                                    THANKS!

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                                    • TIGT Offline
                                      TIG Moderator
                                      last edited by

                                      The 'fronts' of those faces are probably oriented so that they facing 'inwards'.
                                      Faces have backs and fronts...

                                      Change the default back face color in the Style to be distinctive from the front color [say bright blue v off-white] and then View in Monochrome mode...
                                      You'll see what is wrong...
                                      To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...
                                      The similar tool 'Orient' will make all faces connected to the selected one face to have the same orientation - it might cause issues if an edge is shared by more than two faces as then you can never get them all to share the same orientation...

                                      TIG

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                                      • G Offline
                                        gamophyte
                                        last edited by

                                        @tig said:

                                        To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...

                                        It was just as you said. I guess it became that way when I did the fallowme tool to make my lamp from a cross section. I actually fixed it by selecting whole shade without worry of selecting certain faces.

                                        I'm golden now, thanks so much!
                                        EDIT: is there a way to then do quadface on the other side? I want to do just have the diamond black frame of the texture on the back. Do I just reverse faces again?

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                                        • G Offline
                                          gamophyte
                                          last edited by

                                          It looks like this method won't work for my game design. I thought the textures where placed not duplicated to make it work.

                                          http://i.imgur.com/xCh4Jjh.png

                                          If I made this lamp by straight applying and positioning materials on faces the export 3ds would only be four materials (four pngs to put in my game assets folder). Using this way, well.. the screenshot. I can't have hundreds of the same texture.

                                          Is there a way around this? Have texture alignment coordinates instead of multiple textures?

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                                          • tt_suT Offline
                                            tt_su
                                            last edited by

                                            @gamophyte said:

                                            I'm golden now, thanks so much!
                                            EDIT: is there a way to then do quadface on the other side? I want to do just have the diamond black frame of the texture on the back. Do I just reverse faces again?

                                            You can use my "UV Toolkit" extension to transfer UV mapping between front and back side of faces.

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