• Login
sketchucation logo sketchucation
  • Login
ℹ️ GoFundMe | Our friend Gus Robatto needs some help in a challenging time Learn More

[Plugin] QuadFaceTools

Scheduled Pinned Locked Moved Plugins
673 Posts 116 Posters 498.8k Views
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • H Offline
    HornOxx
    last edited by 26 Mar 2018, 18:51

    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 ❓ 😕 Thanks!


    cklick to run GIF

    never trust a skinny cook

    1 Reply Last reply Reply Quote 0
    • P Offline
      pilou
      last edited by 26 Mar 2018, 20:43

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

      Post your file! (V6) for a more large audience! 😉
      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 :)

      1 Reply Last reply Reply Quote 0
      • H Offline
        HornOxx
        last edited by 27 Mar 2018, 06:49

        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

        1 Reply Last reply Reply Quote 0
        • P Offline
          pilou
          last edited by 27 Mar 2018, 07:38

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

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

          1 Reply Last reply Reply Quote 0
          • O Offline
            optimaforever
            last edited by 27 Mar 2018, 09:46

            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.

            1 Reply Last reply Reply Quote 0
            • O Offline
              optimaforever
              last edited by 1 Aug 2018, 10:14

              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) ?

              1 Reply Last reply Reply Quote 0
              • O Offline
                optimaforever
                last edited by 29 Aug 2018, 20:50

                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,

                1 Reply Last reply Reply Quote 0
                • R Offline
                  rv1974
                  last edited by 30 Aug 2018, 08:03

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

                  1 Reply Last reply Reply Quote 0
                  • O Offline
                    optimaforever
                    last edited by 30 Aug 2018, 08:12

                    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.

                    1 Reply Last reply Reply Quote 0
                    • R Offline
                      rv1974
                      last edited by 30 Aug 2018, 11:01

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

                      1 Reply Last reply Reply Quote 0
                      • R Offline
                        rv1974
                        last edited by 30 Aug 2018, 11:08

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

                        1 Reply Last reply Reply Quote 0
                        • O Offline
                          optimaforever
                          last edited by 30 Aug 2018, 12:30

                          @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. 😄

                          1 Reply Last reply Reply Quote 0
                          • O Offline
                            optimaforever
                            last edited by 4 Sept 2018, 10:29

                            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

                            1 Reply Last reply Reply Quote 0
                            • K Offline
                              kaas
                              last edited by 7 Oct 2018, 08:57

                              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.

                              1 Reply Last reply Reply Quote 0
                              • O Offline
                                optimaforever
                                last edited by 7 Oct 2018, 09:06

                                @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
                                ?

                                1 Reply Last reply Reply Quote 0
                                • K Offline
                                  kaas
                                  last edited by 7 Oct 2018, 12:28

                                  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

                                  1 Reply Last reply Reply Quote 0
                                  • N Offline
                                    nlipovac
                                    last edited by 7 Oct 2018, 18:50

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


                                    Stool_101

                                    1 Reply Last reply Reply Quote 0
                                    • K Offline
                                      kaas
                                      last edited by 8 Oct 2018, 05:32

                                      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

                                      1 Reply Last reply Reply Quote 0
                                      • N Offline
                                        nlipovac
                                        last edited by 8 Oct 2018, 07:43

                                        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. :-)

                                        1 Reply Last reply Reply Quote 0
                                        • O Offline
                                          optimaforever
                                          last edited by 8 Oct 2018, 08:00

                                          Very nice!

                                          1 Reply Last reply Reply Quote 0
                                          • 1
                                          • 2
                                          • 27
                                          • 28
                                          • 29
                                          • 30
                                          • 31
                                          • 32
                                          • 33
                                          • 34
                                          • 29 / 34
                                          • First post
                                            Last post
                                          Buy SketchPlus
                                          Buy SUbD
                                          Buy WrapR
                                          Buy eBook
                                          Buy Modelur
                                          Buy Vertex Tools
                                          Buy SketchCuisine
                                          Buy FormFonts

                                          Advertisement