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    [Plugin] QuadFaceTools

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    • HornOxxH Offline
      HornOxx
      last edited by

      thanks Pilou - it´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 😕 ...

      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. 😄

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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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                              • K Offline
                                kaas
                                last edited by

                                Good tip! I just tried with the latest Unreal Engine version. OpenSubDiv is already available in the latest build (experimental-must be enabled by command line). I tested with a few models and had a lot of crashes but also some success.

                                It seems models imported as fbx work fine as well. Just select an imported object - go to MeshEditor - press 'Quadrangulate' and then you can add/remove subd levels.

                                See pic - visible in there a model by Box and Rich (from SubD examples topic) and a few tests of myself. Mapping / materials goes wrong quite often.

                                Curious to see at what point Epic will make it officially available with some documentation. There are already a few blueprint nodes visible in UE that suggest the subd level can be changed with scripting. OpenSubDiv in UE Could be something nice/big!

                                If someone has a nice/complex qft (subd) model available for testing, feel free to post or pm me.


                                subd_ue.jpg

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                                • N Offline
                                  nlipovac
                                  last edited by

                                  here you go...i am still just tinkering with UE. 😄


                                  Stool_101

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                                  • K Offline
                                    kaas
                                    last edited by

                                    Here you go - a very blobby stool. UV mapping distorted. No creasing (must be done manually in UE). I guess we can do a better job once the documentation is available.


                                    stool.jpg

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                                    • N Offline
                                      nlipovac
                                      last edited by

                                      It is something cool to be done inside the engine itself.
                                      So if you fill your scene with SubD models and apply subdivision what strain it takes on an engine to make subdivision?


                                      Yes, I used creases that I forgot about prior sending you file. :-)

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                                      • O Offline
                                        optimaforever
                                        last edited by

                                        Very nice!

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                                        • K Offline
                                          kaas
                                          last edited by

                                          @nlipovac said:

                                          It is something cool to be done inside the engine itself.
                                          So if you fill your scene with SubD models and apply subdivision what strain it takes on an engine to make subdivision?

                                          See video of the 'entire process'...

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                                          • L Offline
                                            lgrahm
                                            last edited by

                                            I'm wondering about the qft line tool. When I divide a quad using the line tool I guess the purpose is to create two new quads? But many times it creates double faces in at least one of the new quads. Those double faces are almost impossible to spot, but they create problems when subdividing or if you want to use the line tool again to divide the double faced quad. Is this a known problem?
                                            /Lars

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