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    Radius challenge

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    sketchup
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    • P Offline
      Pagan
      last edited by

      Forget about video,it's look like it's not what you need. 😢
      Just download K-Lite Mega Codec Pack,contain almoust all needed video and audio codec.

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      • S Offline
        SchreiberBike
        last edited by

        I played with it a little and couldn't come up with any real quick way of doing it. The only thing I did which made it go quicker was to first cut it into quarters and delete three of those quarters.

        Then I made the largest "rib" a component and copied it down the form. I tried scaling each new rib and I tried just moving each rib down to the right level. It didn't make a big difference in the final product. Then I deleted the original object and exploded my new components so I had a wire frame of sorts of the ribs.

        Then I rather than stitch each rib together, I used the "skin.rb" ruby to do the stitching, but doing it by hand wouldn't have taken much longer since the ruby's output needed to be cleaned up afterwards.

        Then copy and scale by -1, put the two quarters together. Repeat that once to connect the two halves and it's done.

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        • P Offline
          Pagan
          last edited by

          Here,use this if is good to you or rearange it.

          [attachment=0:1wh77c3s]<!-- ia0 -->Untitled.skp<!-- ia0 -->[/attachment:1wh77c3s]

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          • W Offline
            watkins
            last edited by

            Dear Richard,

            How did you produce the shape in your third image. Could you put together a small tutorial?

            Thanks,
            Bob

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            • S Offline
              SchreiberBike
              last edited by

              @watkins said:

              Dear Richard,

              How did you produce the shape in your third image. Could you put together a small tutorial?

              Thanks,
              Bob

              I'm not Richard, and he may have a better way, but here's a tutorial on how I did it.

              It seems amazingly complex when I write it all out, but it was simple and quick enough when I was doing it.

              Tut.jpg

              Tutorial for the "This .skp"

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              • P Offline
                Pagan
                last edited by

                Hi SchreiberBike,in your tutorial you mention:

                Explode all the components.
                Use the Skin.rb ruby to connect the faces and to
                clean up the excess lines.

                Could you explaine what you mean and how you do that with Skin.rb ruby.
                Thanks.

                http://dhost.info/pagan//emo/004.gif

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                • GaieusG Offline
                  Gaieus
                  last edited by

                  Hi Pagan,

                  Here you can find different versions of the skin.rb.
                  It will alsoput a toolbar onto your work area (you may need to activate it from the View > Toolbars menu). Select either the faces (if you have them) or the lines/edges and run the script. Play with it a little bit until you have a grip on it (sometimes it seems to bee a bit tricky).

                  Gai...

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                  • P Offline
                    Pagan
                    last edited by

                    [quote="Gaieus"]

                    Thanks,wonderful,didn't know for this.Make easyer a lot's of thing.

                    http://dhost.info/pagan/emo/287.gif

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                    • W Offline
                      watkins
                      last edited by

                      Dear SchreiberBike,

                      Thanks for for putting together the tutorial. I will have to give it some thought.

                      Kind regards,
                      Bob

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                      • R Offline
                        rsw
                        last edited by

                        A quick tutorial on how I created the image in my last post and the first image I posted. This was really just an experiment to see how/if a shape could be chamfered and does not work for every shape.

                        A - Create your basic shape and group it:

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel1.jpg

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel2.jpg

                        you can see in this example there are not all lines carry on across the whole object, thus there are no 'ribs' as in SchrieberBike's example
                        B - Create your radius

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel3.jpg

                        C - Create a flat plane below your object and using the sandbox tools drape your object onto the flat plane
                        Edit: There shouldn't be any need for this step instead keep a copy of the shape of the object when you create it, but this way would be good for more complicated shapes created from lots of intersections etc.

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel4.jpg

                        D - Delete excess geometry, move your created radius down to here and offset the shape inward to the points of the radius

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel5.jpg

                        E - Copy the top of the shape up to the points of the radius (similar to idea as above)

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel6.jpg

                        F - Push pull every other section of the offset shape (step D)

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel7.jpg

                        G - Intersect the shapes created in step E, and then delete the geometry from step F

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel8.jpg

                        H - Delete excess geometry so you are left with the top cap and contours for the chamfer

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel9.jpg

                        I - Use skin.rb to skin the chamfer

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel10.jpg

                        J - Explode all the geometry, soften/smooth edges (its also worth deleting any coplanar geometry to tidy things up a little)

                        http://www.rsw3d.co.uk/sketchup/bevel/bevel11.jpg

                        Heres the model as well bevel.skp

                        Richard

                        http:img.userbars.pl9819554.png

                        http:i158.photobucket.comalbumst106671GUAMDUDEAnimated---User-Green.gif

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                        • chippwaltersC Offline
                          chippwalters
                          last edited by

                          Wow Richard, that is ingenious. Thanks a bunch for your clear and concise explanation!

                          Currently working with Cross-Reality technologies

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                          • R Offline
                            rsw
                            last edited by

                            Just been experimenting with this, and it works well for more complicated shapes also:

                            http://www.rsw3d.co.uk/sketchup/bevel/bevel_complex1.jpg

                            bevel_complex.skp
                            This was done the same way as above, except it was rotated so the front face with the bevelled/chamfered edges faced upwards.

                            Richard

                            http:img.userbars.pl9819554.png

                            http:i158.photobucket.comalbumst106671GUAMDUDEAnimated---User-Green.gif

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                            • W Offline
                              watkins
                              last edited by

                              Dear Richard,

                              Many thanks for the tutorial.

                              Regards,
                              Bob

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