SketchUp 2016 Wishlist
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@driven said:
if your happy for this plugin to 'expect' it's items to always be available, then save as Template to include them in all models
i never thought about trying that before.. just did but unfortunately (for me at least) skindigo is doing something else to the file which isn't being saved in a template.
so, back to turning off the extension.. it's a good idea though and worth a try for others experiencing the problem
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What about not adding new native tools that are similar to the existing and might be confusing to new users? One of the best things with Sketchup is that you can just launch it and start using it by guessing what tools do based on their icons. All other 3d modelers and lots and lots of the image editors I've tried are absolutely impossible to do anything at all with without having another person that already kinows the program tellig you what to do. By keeping down the number of tools users easier understand what they all do and start learning how to combine them. Cylindes, cubes etc are easily created with circles, rectangles and npush pull.
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@eneroth3 said:
What about not adding new native tools that are similar to the existing and might be confusing to new users?
what happens when they aren't new users anymore?
move on to more capable apps or be happy that they weren't confused 5 years ago when first opening the application?
(even though in all reality, they were confused when first opening)there's definitely a trade-off which needs to happen in sketchup.. after all, it's "3D for everyone".. i get that.. but to say 'no new tools' is leaning a bit too far to the wrong side (imo)
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@jeff hammond said:
... but to say 'no new tools' is leaning a bit too far to the wrong side (imo)
I read it as nothaving 3 options for e.g. 'arc', but having 3 separate 'arc' tools...
but maybe I read it wrong...
john -
I think more options for existing tools are great but too many but high number of similar tools might be confusing. Also push-pull is the foundation of most Sketchup modeling so introducing users to that as early as possible might be better than having seperate box and cylinder tools.
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@eneroth3 said:
. Also push-pull is the foundation of most Sketchup modeling so introducing users to that as early as possible might be better than having seperate box and cylinder tools.
oh.. were you responding to someone's wish in the thread stating 'put box/cylinder/etc tools in sketchup"?
if so, i agree with you.. leave those out
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@jeff hammond said:
@eneroth3 said:
. Also push-pull is the foundation of most Sketchup modeling so introducing users to that as early as possible might be better than having seperate box and cylinder tools.
oh.. were you responding to someone's wish in the thread stating 'put box/cylinder/etc tools in sketchup"?
if so, i agree with you.. leave those out
I was thinking more generally but those 2 are the best examples. I might have beena bit unclear yesterday because I was quite tired but what I meant is that the large and small toolset should be kept as simple as possible. New tools in their own toolbar such as the solid tools are great (more of that please!) but too many tool icons visible when starting the program for the first time makes it a lot harder to learn.
Speaking of cylinders and boxes specifically there is a plugin by the Sketchup team for this already.
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I wish for better graphic effects: shaders, sun, sky, stars, clouds, and better fog!
I bet SU will attract million users with natural visual effects.
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@eneroth3 said:
I was thinking more generally but those 2 are the best examples. I might have beena bit unclear yesterday because I was quite tired but what I meant is that the large and small toolset should be kept as simple as possible. New tools in their own toolbar such as the solid tools are great (more of that please!) but too many tool icons visible when starting the program for the first time makes it a lot harder to learn.
yeah, I see what you're saying. when I tried bonzai3D a few years ago, it had 3 different selection tools all under one selection icon.. thought that was pretty weird/confusing.
@Anton.. I think it's already attracted smthng like 40million people
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Schedules Schedules Schedules...with attribute extraction and automatic updates.
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A Polygon descaler without destroying the texture.
i importet some animals from 3ds for my zoo no way to navigate with the models.
Other programms can handle millions of polygons and stay liquid includet Shadows and so.
Dear Devalopers out there we have the jear 2014 speed up SU min 200 Times is realy possible
with up to date hardware.
esense3d -
Export ALL layers to dwg.
Export hidden lines as vector lines. -
Export real circles to dwg.
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@james49 said:
Export real circles to dwg.
If you export a3d
DWG/DXF - then its Arcs and Circles ARE true CAD equivalents: also its Layers are respected.
In an equivalent2d
export to DWG/DXF any Arcs and Circles are segmented - and also everything is moved onto Layer 0...
It's a basic 'life-style choice' - either 2d-graphic or 3d-geometry...
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one real simple thing that bugs me for years now...
_the esc key should NOT close any of the windows like entities layer etc...
in a usual workflow you have that windows open but need to use the esc key alot for escaping nested groups components etc... so every once in while i close on of the windows which is just well .. argh=)_other then that bring back the save toolbar options
_more advanced use of opengl would be mega cool..may it be working and faster transparencies ..- intel had a nice tech paper about that already some years ago... or soft shadows or whatever..
_inside layout match the standart keybord shortcuts from su
_last one would be a big plus for enabling plugins for layout..
greetings
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I would like one addition to an existing tool:
- The scale tool - currently scales by a factor.
I wish:
- That it can be scaled by absolute distance. It would work thus:You scale some objects, and to get it accurate, you type into the VCB how much you want to scale by:
- scale by number only (eg. [2.5]) - it scales by factor alone, as happens now.
- scale by number followed by a dimension unit (eg [300mm], [1'], [12"], [0.3m]), it "scales" by the absolute dimension.
That addition would feel quite sketchupy to me. It would save me time by not having to draw a construction line before a scale.
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Tommy, it does do that, if I understand what you are saying.
Grab the middle scale handle and pull then type 1.67m and it will scale to that. -
makes me think he is referring to a new method.Similar to the absolute input for the line tool eg [3',6',9']
but the 4th input has me puzzled?
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I think he means: want to scale object to 300mm? , input : 0.3m.
Which as you both point out, SU does already.
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