[Solved] Move along Normal
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no not really. i must move the faces..for night mesh. the polygons have the same place, so this will flicker. i need a movement for all faces to the outside. less than 1mm
Here an result of what i want do.
all the windows at night is separated of the main object.
and will fade out at the day.
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Try Fredo Tools wich has a plugin called "move along" check it...
Or Joint Push Pull also From Fredo.
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the reason I ask about commonalty...
I have a plugin that finds a material and push/pulls any face that uses it...
maybe it could be adapted, but I'd need to see a sample skp with at least a couple of different walls with windows...
if you PM me one, I'll have a look, without promise of success or time frame...
it may be easy, maybe not...
john
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JQL i can move the faces together in X+/X- and Y+/Y- ?
Tom have had the same problem in the year 2009
look here
http://sketchucation.com/forums/viewtopic.php?f=323%26amp;t=63305#p579661
i dont know the name of the plugin, if Tom have make this.
@driven is not important what object you use.
you could download on at the 3d warehouse. actually all pullman buildings
all faces what will be glass
https://3dwarehouse.sketchup.com/user.html?id=0320043140058118722054093
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What Dean is looking for is a multi_comp Move tool with local direction (normal being just a case of this).
It could only apply to a selection of several groups and components, because only comps have a local set of axes.
So MoveAlong won't do the job and JointPushPull won't do it either, because it operates on faces, not on comps.
This would deserve a specific plugin, say MoveLocal.
Fredo
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@deaneau said:
no not really. i must move the faces..for night mesh. the polygons have the same place, so this will flicker. i need a movement for all faces to the outside. less than 1mm
Are you sure Fredo?
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OK Sketchup is Sketchup and comparing with other 3d software could work.
here an inspiration
before i can do normal move i must disconnect the polygons from the main object.
when i use negative value this work,too.a multi_comp move isnt the right word.
all polygons have a normal. could be in sketchup,too. -
Dean, I downloaded Pullman+Dispensary.skp
once done, you can select by material, make group, add the group to it's own layer and edit as needed...
but, I'm not sure I understand your needs...
john -
@driven you have a PM
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@deaneau said:
a multi_comp move isnt the right word.
all polygons have a normal. could be in sketchup,too.Indeed, this can be done of faces too, as they have a normal.
The only problem is that when faces are connected, a Move would also extend its neighbour. But this can be overcome by a Copy / erase original.
I thought this could be done with JPP, with the option PushPul and NO-Border, but apparently there is a bug in JPP (it erases adjacent faces).
Fredo
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@fredo6 said:
@deaneau said:
a multi_comp move isnt the right word.
all polygons have a normal. could be in sketchup,too.Indeed, this can be done of faces too, as they have a normal.
The only problem is that when faces are connected, a Move would also extend its neighbour. But this can be overcome by a Copy / erase original.
I thought this could be done with JPP, with the option PushPul and NO-Border, but apparently there is a bug in JPP (it erases adjacent faces). Note that it works if you keep the original faces and copy them at the given offset (options Thickening + NO-Border)
Fredo
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Hi Dean
yes I know, that's not really what you are looking for and I probably embarrass myself
suggesting the following. If you have placed your windows on the walls, perhaps you can use
SkUp´s component's propertys in order to achieve your desired result - at least until there is
the technical solution you are looking for.By the way, I like the look and feel of your nightly church windows - somehow Christmas like.
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Dean, I've been thinking about your 'problem' rather than your 'sought solution' [moving faces]...
to STOP the flickering caused by having two faces in the same space, just don't have two faces...
only use the original face and change the Material on a toggle...
I made a little script called night_n_day, it toggle the window material from 0.4 to 0.95 opacity...
here's a test on the UNMODIFIED model...
to run I open the model fresh, open Materials and 'eyedrop' on any window, load the script into 'Ruby Console' and type
night_n_day
to toggle opacity...it could be set to darken all the bricks, tile, stuco, etc... at the same time, or be trigger by a scene change...
I think moving geometry just over complicates a solution for your stated problem...
but, I've been wrong before...
john -
ok what i have do?
- select the windows glass
- select all with the same material
- group
4.copy & past in place
now i have two groups with the same place of the parts.
what i need is this like in the attachement
@Fredo you´re right. i must discconnect the polys from the main model before i can move along normal.
@HornOxx hm your idea is only a crompromise. however thank you for your idea.
@driven i the attachement i have explain the result.. the distance i have set to 20cm for a better visualization.
the churches in the picture above have two windows glasses per windows. on for day and one for night.
the day mesh will fade to dark and the night mesh will fade lighter.
this simulate light behind the windows..
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but HOW are you switching them, you have no Layers, only a single Group and the same Material with both?
are you doing that outside of SU after this is done?
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the game switch this.
in sketchup i build the day and night mesh insert this in a game and the game doing this..
this look like the churches
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given your current workflow, adding code into frontface can work like this...
I set at 10mm and add a different material for 'select by color' grouping...
would this work for you?
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hey cool this cold be a solution. question is, is this than a new object group? when not its better the plugin-in generate a new color what i have never had before. so i can choose this new generated polys by material and group this.
in your animation i cant see how it work for frontside polys (white).
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