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    [Plugin] QuadFaceTools

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    • gudio83G Offline
      gudio83
      last edited by

      Hi everybody,
      is anyone else who have a problem with importing .obj files?
      When I convert .obj to skp with simlab composer, this take me a seconds. When I try with SU (Quad FaceTools) take me over 30min. I've tried on my laptop too, but the same result. Is it normal?

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      • pilouP Offline
        pilou
        last edited by

        Have you tried with an another OBJ Importer like the Tig One ?

        And there is not native Import OBJ file with the SU Pro version ?
        Can you post your OBJ file ?

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

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        • gudio83G Offline
          gudio83
          last edited by

          @pilou said:

          Have you tried with an another OBJ Importer like the Tig One ?

          And there is not native Import OBJ file with the SU Pro version ?
          Can you post your OBJ file ?

          No, I've never tried Tig One, but will try.
          I have the same problem with all obj files. I've downloaded a lot of models, created on max or cinema4d and i've tried to convert them directly in sketchup, but its very slow.

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          • HieruH Offline
            Hieru
            last edited by

            @hornoxx said:

            Like you, I couldn't get it to work. But now I've found a way to do it too - with one more simple step than in BoxΒ΄s demonstration. Before I use QFT like Box did, I unsmoothed the entire geometry first. This worked !! πŸ˜„ so please give this way a try as well ...
            ( not a video though but my very first GIF here πŸ˜‰ )

            Isn't that just softening the triangulation? Box's demo seems to be removing the triangulation altogether and that's certainly something I can't replicate.

            www.davidhier.co.uk

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            • gudio83G Offline
              gudio83
              last edited by

              @hieru said:

              @hornoxx said:

              Like you, I couldn't get it to work. But now I've found a way to do it too - with one more simple step than in BoxΒ΄s demonstration. Before I use QFT like Box did, I unsmoothed the entire geometry first. This worked !! πŸ˜„ so please give this way a try as well ...
              ( not a video though but my very first GIF here πŸ˜‰ )

              Isn't that just softening the triangulation? Box's demo seems to be removing the triangulation altogether and that's certainly something I can't replicate.

              How and where you unsmooth the geometry, when the problem its loading model?
              With simlab composer its easy, but out of sketchup

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              • HornOxxH Offline
                HornOxx
                last edited by

                Hi All - I can't get the two functions Build Corners and Build Ends to run.
                Hopefully someone can tell me what I'm doing wrong ❓ πŸ˜• Thanks!


                cklick to run GIF

                never trust a skinny cook

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                • pilouP Offline
                  pilou
                  last edited by

                  Works for me! πŸ˜„
                  in any orientations of the "plane"! (your is vertical) mine horizontal πŸ˜„

                  Post your file! (V6) for a more large audience! πŸ˜‰
                  I suspect some overlaped lines or hidden lines trimed or not or...

                  GIF_corner.gif

                  GIF_corner2.gif

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

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                  • HornOxxH Offline
                    HornOxx
                    last edited by

                    thanks Pilou - itΒ΄s running like yours on my SkUp 2016 Pro (in the company) but sadly not on my private SkUp 2015, 2016 or 2017 Make which is my Quad-SubD-things computer πŸ˜• ...

                    never trust a skinny cook

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                    • pilouP Offline
                      pilou
                      last edited by

                      If you are sure of your drawings that is a big mystery! 😲

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

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                      • O Offline
                        optimaforever
                        last edited by

                        Hornoxx, what's sure is you only need to preselect an edge, not the surfaces along the edge.
                        You also need to be sure that the rim edges are continuous and not splitted, otherwise the quad making is impossible.

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                        • O Offline
                          optimaforever
                          last edited by

                          hi Thom!

                          Is there a neat way of doing a offset of a loop towards the outside of a mesh?
                          I know your "hidden" offset loop function indeed offset loops but only inside an alreay defined mesh.
                          So long I use R Wilson's "extrude along path" and then delete the unneeded faces but it can quickly become a mess if the path is complex and not in an horizontal plane.

                          Is it difficult to program an offset of a loop along a predefined XY/YZ/XZ plane (each point of the loop is offset along a horizontal or vertical plane and then relinked to form an offset loop) ?

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                          • O Offline
                            optimaforever
                            last edited by

                            Hi Thom,

                            I'm testing RizomUV (a powertool for UV unwrapping) and I have problems when importing QFT's quads OBJ.
                            The geometry is correct but it seems that 90% of the quads are detached.

                            I asked the developer if RizomUV was able to reattach the quads but it's not possible. This must be done on the modeling app side.

                            I tried to export the OBJ to 3dsmax first but max (while displaying the imported mesh as quads) seems to handle the geometry as tris and when I export the mesh as fbx or obj, the imported geometry in RizomUV is all tris.

                            I tried all the params when exporting my mesh from sketchup+QFT's export options but I never got attached quads in RizomUV.

                            Do you know how to export ATTACHED quads from SU?
                            Thanks in advance,

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                            • R Offline
                              rv1974
                              last edited by

                              in Max, import (dire straits) skp file, select all, attach all selected (script), detach by material (script)

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                              • O Offline
                                optimaforever
                                last edited by

                                I can be wrong but when you import skp directly in Max, the geometry is handled as tris by default and not in quads. Quadify modifier doesn’t work as I expect as well.
                                The difficulty here is to keep the thomthom quads when exporting.

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                                • R Offline
                                  rv1974
                                  last edited by

                                  jugging by RizomUV promo video, it works with tris like a beast. Doesn't it?

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                                  • R Offline
                                    rv1974
                                    last edited by

                                    http://www.scriptspot.com/3ds-max/scripts/detriangulator
                                    http://www.scriptspot.com/search/apachesolr_search/detriangulate
                                    tried this?

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                                    • O Offline
                                      optimaforever
                                      last edited by

                                      @rv1974 said:

                                      judging by RizomUV promo video, it works with tris like a beast. Doesn't it?

                                      Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.

                                      And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning. πŸ˜„

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                                      • O Offline
                                        optimaforever
                                        last edited by

                                        For what it's worth, the dev of RizomUV says that the reattach command within RizomUV is on the TODO list.
                                        http://forum.rizom-lab.com/thread/903/all-edges-borders-weld?page=1&scrollTo=2450

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                                        • K Offline
                                          kaas
                                          last edited by

                                          Anyone knows if there's a way of exporting a quadFaceTools model to another program while keeping the quads logic intact - so you're not ending up with a standard triangle model? I expect not because it's a smart 'hack' by ThomThom...but hopefully I'm wrong.

                                          I ask because apparently, in the next version of UnrealEngine they might/will support openSubDiv. If quads in SketchUp could be exported to UE that could be really nice for furniture, cars etc etc.

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                                          • O Offline
                                            optimaforever
                                            last edited by

                                            @kaas said:

                                            Anyone knows if there's a way of exporting a quadFaceTools model to another program while keeping the quads logic intact - so you're not ending up with a standard triangle model? I expect not because it's a smart 'hack' by ThomThom...but hopefully I'm wrong.

                                            I ask because apparently, in the next version of UnrealEngine they might/will support openSubDiv. If quads in SketchUp could be exported to UE that could be really nice for furniture, cars etc etc.

                                            Did you tried with
                                            Tools>Quadface tools>Export>OBJ format
                                            ?

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