πŸ”Œ Smart Spline | Fluid way to handle splines for furniture design and complex structures. Download
  • Cutting a V around object

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    Dave RD
    For your groove, try this. The Follow Me tool looks like Push/Pull but it isn't. That's a new 'feature' in SU8.
  • My name is mathieu

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    GaieusG
    Hi Mathieu and welcome! I have added you to the French usergroup so you can access the French forum (at the bottom of the main page).
  • Warehouse downloading problem

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    GaieusG
    Yes, and here is another one (of mine): http://sketchup.google.com/3dwarehouse/details?mid=ab19f7632ea76be72e663865c4731bb5 You can set who can download it under the access tab. See screenshots below (I even highlighted an "apology" for not allowing access - it's not only my decision but also the archaeologist's who excavated the stuff) [image: tdm5_MyBasilica.png] Click on the image to see the settings at the bottom [image: wnfn_acces.png]
  • Backedges Style 2D Export

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  • Sketchup and production drawings.

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    honoluludesktopH
    bmike, your details are as good as they need get, the color makes them better. A set of plans probably cost more, but are probably worth the added expense. Guess you don't do a lot of interior elevations noting finishes, fixtures, detail references, etc. Did you do the production drawings in SU, and then present them in Layout? How do you coordinate production drawing revisions? Do you update the 3d drawings along with, say a revision to the building sections? At my current state, once the model is used to present the design, and the job moves into production drawings, the 3d model is abandoned, and the various floor, reflected ceiling, lighting, etc plans only retain a bare amount of common information. While revisions are far better them by pencil drafting, in my case at least they are far from automatic. Do you have a better handle on this kind of drawing coordination?
  • Push/Pull problems

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    TIGT
    You just need to snap onto the back face - if you know its exactly 2" you can also type 2" and press enter and it should punch the hole. If you haven't make the 'box' you are punching through with perfectly parallel faces you won't get the hole to punch this way at all. If that is the case either make sure both faces are parallel OR pushpull a considerable distance through the back face, then select the edges of the pulled shape and 'intersect with model' to cut the back-face, then erase the unwanted bits and you will have a punched hole - not recommended for minor inaccuracies - fix the cause! BUT the method is useful if you have an intentionallywedge shaped wall that you want to punch a hole through...[image: efYd_Capture.PNG]
  • How to paint a texture on a curved surface?

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    GaieusG
    Hi Adam, You will have to "wrap the texture around" a curved surface like tha. Import it as texture on the table top with hidden geometry displayed (View menu). This will allow you to position the texture accurately (you cannot access the texture positionng tools on curved surfaces or groups/components). Once you applied this texture, right click > Texture > Position. If you are happy with its being positioned, don't do anything but press Enter (or right click > Done). Now turn off hidden geometry and while holding down the Alt key, sample the positioned texture from the face with the Paint tool. With this, you not only sample the texture itself but its UV properties (mapping), too. Now theoretically you should be able to click on the untextured areas with the Paint tool (Alt released) and they should receive the whole positioning. Sometimes this is not perfect though. Then turn on hidden geometry again and sample+paint, samlpe+paint the facets one by one (always sampling from the formerly painted one). Sounds painful but can be entertaining...
  • Draw on sandboxsurface

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    Chris FullmerC
    For something like that I would prefer to draw the outlines on a flat plane directly above the terrain, then drape the outlines onto the terrain. It works very nicely normally.
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    AdamBA
    You have some very small skinny 'shard' faces in there that are causing SU to generate incorrect surface normals, hence the different shading using Sun. These typically get created when performing booleans and such. Also look for t-junctions that will cause cracking. Adam
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  • Same Texture different on two faces

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    GaieusG
    Well, how would I know that?! Was there anything you imported by any chance?
  • General modeling strategy

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    G
    @pbacot said: As you probably know, it is dangerous to base the work flow of an actual project on software you are not yet proficient in. That's the truth. Though, I seem to learn the most about a program while under pressure to produce. (condundrum) So I imagine there will be a lot of experimentation/learning/backtracking/etc on this. But it's not really my first effort either. All this mailing is in prep for the final which starts on monday. So I will study all weekend, then when I start I will largely work in a 'safe' file and then copy successful work into a clean file. that seems like safe way to go on this first reasonably big effort. thanks for all the advice. very helpful. - Greg
  • EPS Export Problem

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    AnssiA
    Your model lies quite far from the SU model origin point (more than 2 kilometers). As it is, a scaled export from a plan view worked OK, but the unscaled perspective view didn't. When I moved the model to the origin it worked OK. Anssi
  • A question about the topology

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    thomthomT
    @unknownuser said: @unknownuser said: There is a guide around here somewhere (2 page PDF?) that I remember seeing, it was about good modeling in SU in general Not for SU but for topology in general For make a good topology Very nice link Pilou!
  • Who wants to build a Myst-style game?

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    R
    @ghalko said: So before reading Chris's post where he said he was doing building B I was already modifying it and so forth, but fortunately the most work I have done is one component with many sub components that can be moved to just about any building foundation. I might move it to that water one. Also I was thinking about the story. Just my thoughts no need to adopt them. Originally it was a well guarded retreat for several of the world's top scientists. A scientist that was never allowed to go there, manipulated his country defeat the defenses around the island and then capture it. Not much damage was done to the island, and the 'evil' scientist was finally in control. Soon after the hostile-takeover all of the scientists disappeared including the 'evil' one. Since all of their transportation had been taken away, no one knows how they disappeared. The country that had captured the island opened it up to International Investigation and the player is one of, or the, investigator. Just an idea, it also sort of pushes away from the over-used exile theme, more like the scientists had plenty of time and materials to build to their fancy, including puzzles and other interesting things that delight the mind. However with the disappearance there is a definite possibility for a bit of darkness. I love it, and you're right about overused exile theme. Maybe one of the buildings could be a ruin of an invasion tank or robot. Also we could include defensive perimeters, unsprung traps, and access puzzles.
  • Photomatch lost a button in v8 ?

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    thomthomT
    It's moved to the Styles window.
  • Where's the sandbox?!?!??!

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    X
    then view>toolbars>sandbox
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  • Painful PDF export

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    J
    @gaieus said: Hi Lee, Have you tried to export from LayOut then? It has some different exporting algorithm as far as I know and you could be more lucky with that. Vector and hybrid rendering modes export edges as vectors. Pure vector from LO would be the same as PDF from SU. Hybrid from LO may be faster since it doesn't have to create vector faces.
  • Image export - independent width/height resolution

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    GaieusG
    Yes, indeed. Pinstaking method but until a new row of toolbars is needed, you are set for a while.