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

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  • L Offline
    LE1202
    last edited by 30 Aug 2017, 03:24

    thx for sharing

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    • L Offline
      LE1202
      last edited by 30 Aug 2017, 03:26

      where can I download ??

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      • P Offline
        pilou
        last edited by 30 Aug 2017, 08:21

        @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 4 Sept 2017, 18:20

          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 29 Sept 2017, 00:20

            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 13 Oct 2017, 20:28

              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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              • F Offline
                fredo6
                last edited by 20 Oct 2017, 21:43

                @pel_MEN

                Thanks. I fixed it and will republish in JPP4

                Fredo

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                • F Offline
                  fredo6
                  last edited by 23 Oct 2017, 07:33

                  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 24 Oct 2017, 11:23

                    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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                    • F Offline
                      fredo6
                      last edited by 24 Oct 2017, 12:36

                      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 24 Oct 2017, 12:52

                        @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 24 Oct 2017, 14:43

                          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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                          • F Offline
                            fredo6
                            last edited by 24 Oct 2017, 15:06

                            @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 25 Oct 2017, 15:29

                              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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                              • F Offline
                                fredo6
                                last edited by 25 Oct 2017, 16:20

                                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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                                • panixiaP Offline
                                  panixia
                                  last edited by 26 Oct 2017, 18:35

                                  @fredo6 said:

                                  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.

                                  No sir, I don't need them to be coplanar: I mean they preserve pseudo/non-planar quads as per Thomthom's Quadface Tools definition.

                                  https://sketchucation.com/forums/viewtopic.php?f=323&t=39442

                                  That very same standard is found in Curviloft and in Trupaint "Quad Mapping Method", you added it at some point and works 100% bulletproof, whereas in JPP offsetted pseudo-quad faces are preserved, while extruded borders create "broken quads" with shadow-casting diagonals.. I suppose Thom is able to explain this better than me.. πŸ€“

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                                  • F Offline
                                    fredo6
                                    last edited by 12 Nov 2017, 17:12

                                    NEW RELEASE: JointPushPull Interactive v4.2a - 12 Nov 17

                                    JointPushPull Interactive 4.2a is a maintenance release:

                                    • Diagonals for faces and borders are now created with the quad convention for diagonals, that is: Soft, Smooth, Hidden and NOT casting shadows
                                    • Shading of the wireframe preview, based on a suggestion and code from Eneroth3

                                    JointPushPull 4.1a requires LibFredo6 8.0 or above


                                    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 13 Nov 2017, 13:51

                                      @fredo6 said:

                                      [*]Diagonals for faces and borders are now created with the quad convention for diagonals, that is: Soft, Smooth, Hidden and NOT casting shadows

                                      Thank you sooooo much!!! πŸŽ‰
                                      I don't have sketchup on this pc but I'll try this as soon as possible.

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by 13 Nov 2017, 14:03

                                        Thank you very much for these updates Fredo!

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

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                                        • boofredlayB Offline
                                          boofredlay
                                          last edited by 13 Nov 2017, 16:00

                                          Thank you Fredo!

                                          http://www.coroflot.com/boofredlay

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