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    [Plugin][$] JointPushPull Interactive - v4.9a - 02 Apr 25

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    • K Offline
      kiimiiss01
      last edited by

      Hi, I mostly use the vector push pull option, but i always have to set an interactivily custom direction so i can get the desire extrude.
      So guys, is there a way i can bind a key (shortcut) to the interacctivily custom direction option.
      The Idea is to work faster something like press V (open vector pushpull) then shift+v (set interactivily custom direction).

      https://image.ibb.co/fvxf6F/qw.png

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      • S Offline
        snakeeyes
        last edited by

        Thank you so much for this plugin, makes life easier

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        • pilouP Offline
          pilou
          last edited by

          A curious bug πŸ˜„

          If the "hole" is a component = bug
          If the "hole" is not a component, that works!

          hole_comp.jpg


          hole_comp.skp

          Frenchy Pilou
          Is beautiful that please without concept!
          My Little site :)

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          • I Offline
            ifdesign
            last edited by

            Thanks a lot for plugin πŸ˜„)

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            • E Offline
              Eragon5454
              last edited by

              dehşet thnx

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              • L Offline
                LE1202
                last edited by

                thx for sharing

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                • L Offline
                  LE1202
                  last edited by

                  where can I download ??

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                  • pilouP Offline
                    pilou
                    last edited by

                    @unknownuser said:

                    where can I download ??

                    First post of this thread for any info about download! πŸ˜‰

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • R Offline
                      rv1974
                      last edited by

                      Fredo, firstly thank you for non-stopping support of your tools!

                      1. FPP: Is it possible to enable snapping on 'chamfer zero' (gif #1)
                        2.What causes this (gif #2) misbehavior of Follow PushPull?
                      2. There were long happy times when user (via mouse movement) was setting the JPP's direction. Now its +- in VCB that ultimately rules (which is VERY counter-intuitive)
                        Could you get back to the old style please?
                        Thanks

                      GIF.gif


                      GIF.gif-222.gif

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                      • T Offline
                        theVonZipper
                        last edited by

                        It's a fantastic plugin. Can it be made to inherit the layers it's push/pulling from like the classic version?

                        The VonZipper

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                        • P Offline
                          pel_MEN
                          last edited by

                          Date: 13-Oct-17 23:26:00
                          An error occurred in Round Push Pull
                          Error in generation of the geometry

                          undefined method `reverse=' for nil:NilClass

                          jointpushpullgeometry.rbe: 1473 -- geometry_rounding_mesh
                          jointpushpullgeometry.rbe: 1277 -- block in geometry_create_roundings
                          jointpushpullgeometry.rbe: 1276 -- each
                          jointpushpullgeometry.rbe: 1276 -- geometry_create_roundings
                          jointpushpullgeometry.rbe: 262 -- geometry_robot_prepare_mesh
                          jointpushpullgeometry.rbe: 206 -- robot_call_action
                          jointpushpullgeometry.rbe: 177 -- geometry_robot_exec
                          jointpushpullgeometry.rbe: 160 -- geometry_robot
                          jointpushpullgeometry.rbe: 75 -- block in geometry_execute
                          lib6operation.rbe: 332 -- call
                          lib6operation.rbe: 332 -- step_geometry
                          lib6operation.rbe: 374 -- start_execution
                          jointpushpullgeometry.rbe: 75 -- geometry_execute
                          jointpushpulltool.rbe: 892 -- go_preview_or_geom
                          jointpushpulltool.rbe: 698 -- dragging_stop
                          jointpushpulltool.rbe: 1320 -- onLButtonUp

                          I Wish it`s will help you

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                          • fredo6F Offline
                            fredo6
                            last edited by

                            @pel_MEN

                            Thanks. I fixed it and will republish in JPP4

                            Fredo

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                            • fredo6F Offline
                              fredo6
                              last edited by

                              NEW RELEASE: JointPushPull Interactive v4.1a - 23 Oct 17

                              JointPushPull Interactive 4.1a is a refresh of the previous version, with evolution in 2 main areas:

                              • Face selection process is now more natural, in the spirit of what is used for the native Sketchup Push Pull.
                              • The button palettes have been redesigned, with 2 levels of functionality

                              JointPushPull 4.1a requires LibFredo6 7.8 or above

                              For those who are familiar with JointPushPull, the main changes are reviewed in the video below


                              See plugin home page of JointPushPull for Download of JointPushPull.

                              Main Post of the JointPushPull thread on this forum

                              Fredo

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                              • panixiaP Offline
                                panixia
                                last edited by

                                following from: https://sketchucation.com/forums/viewtopic.php?f=323&t=68433&p=626632#p626632

                                I took some time to explain why I think adding a "preserve quads" method could make sense to have in both JPP and NPP. I added in attachment the example .skp, in case this can be helpful.
                                I suppose there are quite a lot of people out there that uses JPP in combination with quad-friendly tools (Sub-d, QFT, VT, Curviloft, TIG extrude, Trupaint, and so on..)
                                I'm curious if someone else has encountered similar problems and if, maybe they found better/alternative/faster workarounds for theese situations.

                                I've created a basic quad topolgy example, in which I extrude a faceloop with Regular JPP (both with borders = "contours" and border = "each face") and Normal JPP, to show you when it would make sense to have a "preserve quads" option.
                                QuadFaceTools live mesh analysis is activated, so you can see that when quad (not shadow casting) diagonals are present, all the three methods produces triangles instead of preserving the "diagonal" behaviour.

                                1.JPG

                                Below you can see why this is not ideal for subdivision, as the triangles produces bad topology and smoothing artifacts.

                                2.JPG

                                Here you can see an orthographic top view of the same stuff, with monocrome style and edge visibility turned off, to emphatyze the smoothing artifacts.

                                3.JPG

                                With normal push pull you got an option to keep triangles, but still that doesn't preserve the "do not cast shadow" property, so that, even if the artifacts are less evident than the other methods, you can tell that the topology is slightly distorted. It's rather easy to fix this manually, just filtering selection for smooth edge (i use TT selection toys in order to do this quickly) then i check/uncheck smooth-soft/cast shadow in "entity info" dialog.
                                As you previously said, hopefully this is a rather simple (but effective) option to add, in order to automate the cleanup.

                                4.JPG

                                What I'm not sure is easy to fix at all, would be the quad-managing behaviour of regular JPP, as you can see below, there are a few more problems, with both methods.
                                "Create borders for each face" also produces inner faces, wich completely screw the subdivisions.
                                Notice that in addition to smoothing artifacts, you get messed UV, due to the topology distorsion and the presence of triangles would cause, for instance, Trupaint "quad" method to fail.
                                Moreover selection of rings/loop is screwed and you'll have problems if you need to do furter modifications to the mesh or manually unwrap it, and so on..

                                5.JPG

                                6.JPG

                                What I've found that DOES preserve the diagonals (at least in my experience) is regular JPP with "No Borders" option ticked.
                                Unfortunately, as you can see, it destroyes the surronding edges, so that some faces are lost.
                                Nevertheless, i think this method, is the best starting point for my manual workaround, which I'll try my best to show you, hoping that there's some little chance to automate/incorporate it in future developements of JPP.
                                The fact wich gives me some sort of hope, is that I use your brilliant Curvyloft to fix this, so maybe you could integrate some code from that.

                                workaround_00.JPG

                                Let's start with fresh geometry: to prevent missing faces, I select the geometry I need to JPP->invert selection->include inner (hole) loop in selection!!->make first group.

                                workaround_01.JPG

                                Triple click the remaining loose geometry and make a second group.

                                workaround_02.JPG

                                Perform JPP "No Tickening - No Borders" (diagonals preserved-live mesh analysis ok!)

                                workaround_03.JPG

                                Select both groups->explode

                                workaround_04.JPG

                                Pick the outer loops and run regular curviloft (lowered from default 5 segments to only 1 segment)

                                workaround_05.JPG

                                Do exactly the same for inner loops

                                workaround_06.JPG

                                Final cleanup: Select both curviloft groups->explode->orient faces->run ThomThom QFT"UnsmoothQuads"

                                workaround_07.JPG

                                Not sure it easy/possible to replicate such operation in JPP but that would be a MAJOR improvement to the usability of JPP in organic/subdivision modelling.
                                But if it's not possible we have to tank you anyway because, as you can see, with some minor tricks and workarounds JPP and Curviloft togheter have tons of usefulness in this kind of modelling! πŸ‘


                                JPPquadExample.skp

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                                • fredo6F Offline
                                  fredo6
                                  last edited by

                                  Panixia,

                                  1. I guess this is possible for the offset quad-face pairs to keep them coplanar when JPP-ing them.
                                    However, this is more difficult for the border faces. Anyway, not a piece of cake.

                                  2. Incidently, I relalized I have a strange problem in SU2016 and 2017. Basically, I don't see the "hidden" and "Cast Shadow" flags in the Entity Info.

                                  In SU2015, this is fine
                                  SU2015 - Edge cast shadow.png

                                  In SU2016 and SU2017, the flags are missing.

                                  SU2016 - Edge cast shadow.pngSU2017 - Edge Cast Shadow.png

                                  Fredo

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                                  • panixiaP Offline
                                    panixia
                                    last edited by

                                    @fredo6 said:

                                    this is more difficult for the border faces. Anyway, not a piece of cake.

                                    I suspected that! 😒

                                    @fredo6 said:

                                    In SU2016 and SU2017, the flags are missing.

                                    You need to click the "+" icon on EntityInfo upper right corner to visualize those additional flags. πŸ‘

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      Let me know if there's anything I can help with in supporting quads.

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

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                                      • fredo6F Offline
                                        fredo6
                                        last edited by

                                        @panixia said:

                                        @fredo6 said:

                                        this is more difficult for the border faces. Anyway, not a piece of cake.

                                        I suspected that! 😒

                                        Somehow, this is equivalent to writing a Quadify surface algorithm (i.e. turn a triangular mesh into a real quad mesh). So, an optimization algorithm, with tricky topological situations.

                                        By the way, this could be done independently of JPP.

                                        Fredo

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                                        • panixiaP Offline
                                          panixia
                                          last edited by

                                          Not sure I understood 100% of what you said 😍
                                          But if you say it's difficult, I trust you.
                                          Thank you anyway for your outstanding works. πŸ‘

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                                          • fredo6F Offline
                                            fredo6
                                            last edited by

                                            In the initial surface, each quad is composed of 2 co-planar triangles.

                                            If I understood well, you would like that in the offset surface, each quad is also composed of 2 co-planar triangles, whereas JPP does not make the triangles co-planar for each quad.

                                            If so, then the problem is equivalent to take a triangulated surface where you can group triangles by pair to form quads, and then make it truly 'quadified', that is, each pair of triangles is co-planar for each quad.

                                            This algorithm is complex and does not have a unique solution, only 'good-enough' solutions.

                                            Fredo

                                            PS: Normal Push Pull does not have the problem, because the offset of a face is always parallel to the initial face. So the offset of 2 co-planar triangles gives the same co-planar triangles moved by the offset.

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