sketchucation logo sketchucation
    • 登入
    Oops, your profile's looking a bit empty! To help us tailor your experience, please fill in key details like your SketchUp version, skill level, operating system, and more. Update and save your info on your profile page today!
    🔌 Smart Spline | Fluid way to handle splines for furniture design and complex structures. Download

    [REQ] Lock texture coordinates

    已排程 已置頂 已鎖定 已移動 Plugins
    28 貼文 7 Posters 4.0k 瀏覽 7 Watching
    正在載入更多貼文
    • 從舊到新
    • 從新到舊
    • 最多點贊
    回覆
    • 在新貼文中回覆
    登入後回覆
    此主題已被刪除。只有擁有主題管理權限的使用者可以查看。
    • R 離線
      remus
      最後由 編輯

      Unfortunately it isnt quite as easy as that. Ruby has it's own separate commands that dont necessarily match those that you see in the SU UI.

      I suppose you could think of it as ruby seeing a different UI to what the user sees: sometimes the stuff we see matches up with what ruby sees, sometimes ruby sees extra stuff we dont see and sometimes we see stuff ruby doesnt see.

      http://remusrendering.wordpress.com/

      1 條回覆 最後回覆 回覆 引用 0
      • J 離線
        Jackson
        最後由 編輯

        I was going to post a request/enquiry regarding this precise issue when I found this post. What baffles me is that this can already be done per individual face via the left click texture position editor (Right click on face>Texture>Position>Enter) which is fine for cuboids, but is pretty much useless when working on large triangulated meshes.

        As it's already possible on a per face basis in SU is it not relatively simple to write a ruby which simply repeats this action on all selected faces? Easy for me to say seeing as am and most likely always will be completely useless at programming, but Matthieu Noblet's "Components to Groups" script got me thinking. In principle it does almost exactly what we want- allows you to select geometry/groups/components, then performs a series of right click actions upon it/them. In that case it is:

        Select Component>Explode>Group>Deselect>Select Next Component>Explode, Group,... etc.

        Could the same principle (or even some of the same code) not be applied to this problem so you select a mesh, and the ruby then starts the sequence: Select Face>Texture (i.e. Open Texture Editor)> Position>Enter>Select Next Face,... etc?

        I've had a look in Matthieu's C2G code, but like I said, even basic ruby is beyond me. Matthieu's a very generous guy who I'm sure if requested would be willing to allow someone to edit and redistribute parts of it for a good cause. This ability, combined with all the recent "organic" modelling ruby scripts would be incredibly useful for SU users like myself who would rather keep 3D Max and Rhino OUT of their workflow!

        I understand of course (or at least I think I do) that SU has major UV mapping shortfalls- as I understand it, if you stretch/deform a face in SU elasticly, there's no way for SU to stretch the texture accordingly so edges still tile with adjacent faces (though that does make me wonder how Whaat's UV Spherical Mapping tool works?), but even an automation of the current Texture>Position>Enter would be of enormous benefit.

        p.s. guess who just spent 2 days texturing a tree! 😢

        Jackson

        1 條回覆 最後回覆 回覆 引用 0
        • thomthomT 離線
          thomthom
          最後由 編輯

          @jackson said:

          I was going to post a request/enquiry regarding this precise issue when I found this post. What baffles me is that this can already be done per individual face via the left click texture position editor (Right click on face>Texture>Position>Enter) which is fine for cuboids,

          That doesn't lock anything. If you map a texture to a face (quad - or whatever - doesn't matter) and do the Position trick - then when you move an edge or vertex the texture doesn't stick with it.

          I wonder if you're asking for something else..?

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

          1 條回覆 最後回覆 回覆 引用 0
          • J 離線
            Jackson
            最後由 編輯

            Tom,

            That's what I said at the end- it doesn't stick the texture to the vertices or edges, but it does stick the texture to the face. Once you've hit Enter you can move or rotate the unedited face about as much as you want and the texture will stay in place- i.e. SU seems to create a new UV coordinates plane which is fixed coplanar to the face. In this way the texture stays fixed until you edit the vertices or edges at which point the texture "moves" or rather the texture actually stays fixed on the face's UV plane while the faces geometry floats around on it. Like I said, it wouldn't be SU's answer to pelt or shrink mapping, but each face having its own UV coordinates plane would still be an enormous help in SU.

            Jackson

            1 條回覆 最後回覆 回覆 引用 0
            • R 離線
              remus
              最後由 編輯

              Doesnt that happen anyway? i.e. without the right click->position texture thing.

              http://remusrendering.wordpress.com/

              1 條回覆 最後回覆 回覆 引用 0
              • GaieusG 離線
                Gaieus
                最後由 編輯

                If you don't position the texture on the face,it will be positioned to the world axes. If you start moving the face around, you can see the texture "move" relative to the face but "stick" absolute to the WAxes. This can be "fixed" by positioning the texture on the face but it won't get really stuck to it but as Jackson says, it will stick to another "plane" that is "positioned" to the face itself, not the WAxes.

                Still if you start editing any vertex (say just start moving an edge), the texture won't follow but remain on this "invisible plane".

                Hard to explain something hat only virtually exists 😮 and maybe is not even so just I make up these "synonyms" to explain what I experience. 😲

                Gai...

                1 條回覆 最後回覆 回覆 引用 0
                • R 離線
                  remus
                  最後由 編輯

                  I see what you mean, i'd never noticed that before, for some reason 😕

                  http://remusrendering.wordpress.com/

                  1 條回覆 最後回覆 回覆 引用 0
                  • GaieusG 離線
                    Gaieus
                    最後由 編輯

                    Well, it's not apparent until you encounter a certain case...

                    Gai...

                    1 條回覆 最後回覆 回覆 引用 0
                    • 1
                    • 2
                    • 2 / 2
                    • 第一個貼文
                      最後的貼文
                    Buy SketchPlus
                    Buy SUbD
                    Buy WrapR
                    Buy eBook
                    Buy Modelur
                    Buy Vertex Tools
                    Buy SketchCuisine
                    Buy FormFonts

                    Advertisement