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    [Plugin][$] Vertex Tools

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    • N Offline
      numerobis
      last edited by

      I don't know, if this has been discussed before, but Vertex Tools 2 is crashing a lot for me (SU 2021). Sometimes every few minutes. Not the whole plugin or SU, but the gizmo disappears and i have to restart SU to get it back. It's possible that it is related to the SU autosave, since i see the windows "wait cursor" and the program is freezing for a short time, just before the operation is canceled and the gizmo disappears forever. πŸ˜•

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      • A Offline
        arxitekt
        last edited by

        @thomthom said:

        @rv1974 said:

        TT could you add 'lock perimeter' feature please?

        I have a feature request logged named "Lock Vertices". Would this be the same thing?

        Hello ThomThom πŸ˜„ Fellow Norwegian here.
        I am in need of a way to lock a set of terrain mesh vertices(property boundaries), from a larger landscape terrain. I want to do this to be able to manipulate only the terrain with this property line, without affecting the mesh beyond, leaving the correct elevations for the surrounding properties.

        I have experimented with:

        • Grouping a set of "border" faces and edges and then locking these. This kinda works, leaving the surrounding mesh as-is, but it detaches the property mesh from this group and gaps in the faces between are introduced when manipulating the mesh. (This could be corrected by manually adding new faces to close the gap, after the terrain is finsished, but does not cater well for effectively reworking this terrain later)

        • Artisan crease, but this locking of edges/vertices does not support vertex editing tools, only smoothing and sculpting

        • I like your Vertex Tools2 for manipulating mesh, but locking vertices is sorely missing.

        Is this feature on still in your backlog or in development now?

        Thank you for great tools!

        /arxitekt

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        • O Offline
          optimaforever
          last edited by

          Hello Thomthom

          I have a question / bug about Bridge.
          When I select 2 vertices and ask for Bridge, VT2 generates 2 quads, surimposed.
          Example:
          I select vertices (1) and (2) and launch bridge
          Then VT generates a double quad (3)
          How to avoid this?


          Capture d’écran 2022-11-16 171649.jpg

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          • panixiaP Offline
            panixia
            last edited by

            I confirm this happens when you try to bridge 2 edges which are not coplanar.
            doesn't happen if they are more than 2 or if they are 2 but still coplnar.

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            • O Offline
              optimaforever
              last edited by

              @panixia said:

              I confirm this happens when you try to bridge 2 edges which are not coplanar.
              doesn't happen if they are more than 2 or if they are 2 but still coplnar.

              Thanks!
              Ok, so a workaround would be to break/divide the vertices before doing bridge?

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              • panixiaP Offline
                panixia
                last edited by

                Honestly I wasn't trying to propose a workaround, just trying to better "isolate" the problem to give some more clue to Thomas. πŸ˜›

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                • O Offline
                  optimaforever
                  last edited by

                  @panixia said:

                  Honestly I wasn't trying to propose a workaround, just trying to better "isolate" the problem to give some more clue to Thomas. πŸ˜›

                  Honestly I'm wondering if Thomas actually reads this thread... πŸ˜‰

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                  • O Offline
                    optimaforever
                    last edited by

                    @thomthom @TIG
                    I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
                    Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices?

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                    • panixiaP Offline
                      panixia
                      last edited by

                      @optimaforever said:

                      @thomthom @TIG
                      I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
                      Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices?

                      If you triangulate the quadmesh (using the triangulate command in QFT) it will work like a charm. πŸ˜›
                      This trick will work also for artisan brush and some other tools which don't "officially" support quads.

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                      • O Offline
                        optimaforever
                        last edited by

                        @panixia said:

                        @optimaforever said:

                        @thomthom @TIG
                        I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
                        Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices?

                        If you triangulate the quadmesh (using the triangulate command in QFT) it will work like a charm. πŸ˜›
                        This trick will work also for artisan brush and some other tools which don't "officially" support quads.

                        triangulate the quad mesh prior to drop vertices to keep the quadness? interesting πŸ˜„

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                        • panixiaP Offline
                          panixia
                          last edited by

                          @optimaforever said:

                          triangulate the quad mesh prior to drop vertices to keep the quadness? interesting πŸ˜„

                          Yes, exactly. πŸ˜›

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                          • O Offline
                            optimaforever
                            last edited by

                            @panixia said:

                            @optimaforever said:

                            triangulate the quad mesh prior to drop vertices to keep the quadness? interesting πŸ˜„

                            Yes, exactly. πŸ˜›

                            You're a genius!
                            And you can keep the quads while using sculpt brush with Artisan!!! 😍

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                            • panixiaP Offline
                              panixia
                              last edited by

                              @optimaforever said:

                              Note that my meshes aren't perfectly quadbased; there are sometimes tris. I'm wondering how it will manage that ;D

                              It will work as expected: will create a proper diagoanl for each quad and will leave any other polygon (triangle or ngon) as it is.

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                @optimaforever said:

                                I've always wondered why thomthom proposed the triangulate quads option. now it makes more sense.
                                I thought you lose the quad properties when triangulating but apparently not.

                                QuadFace Tools quads can be planar SketchUp quads, or they can be two triangle separated by an edge that is Soft+Smooth+Not Casting Shadows.
                                It's not intuitive, but it was the only way I could manage to sanely work with quad meshes in SU.

                                @optimaforever said:

                                Note that my meshes aren't perfectly quadbased; there are sometimes tris. I'm wondering how it will manage that ;D

                                Quads are not a hard rule. Some times a tri or even n-gon in the right place makes the mesh simpler and easier to work with.

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

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                                • O Offline
                                  optimaforever
                                  last edited by

                                  Thanks Thomas for the reply! πŸ‘

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                                  • T Offline
                                    Tru-la-la
                                    last edited by

                                    Super plugin. Thanks ❗ ❗ ❗


                                    Ρ‚Ρ‚ 1.JPG


                                    Ρ‚Ρ‚2.JPG


                                    Ρ‚Ρ‚3.jpg


                                    Ρ‚Ρ‚4.jpg

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                                    • Rich O BrienR Offline
                                      Rich O Brien Moderator
                                      last edited by

                                      That's hilarious. I want a 3d print of that!

                                      Download the free D'oh Book for SketchUp πŸ“–

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                                      • panixiaP Offline
                                        panixia
                                        last edited by

                                        LOL

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          Wow! This is fantasticality surreal! πŸ˜†

                                          How did you manage to turn that profile photo into a 3D head sculpture?

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

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