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    [Plugin] Sculpt Tools (help)

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    • Chris FullmerC Offline
      Chris Fullmer
      last edited by

      I agree that locking edges would be HUGE! +1 on that request.

      Chris

      Lately you've been tan, suspicious for the winter.
      All my Plugins I've written

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      • B Offline
        BTM
        last edited by

        @chris fullmer said:

        I agree that locking edges would be HUGE! +1 on that request.

        Chris

        I'll work on a 'lock edges to plane' script then 😄

        Oh yeah, in v.1, I'm adding new tool, 'Smudge'. Just a bit of changes to the bulge tool to get it to work. It finds the vector from the last mouse position to current, and transforms based on that vector; thus, smudging.
        Smudging in a circle near a bump.

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        • mitcorbM Offline
          mitcorb
          last edited by

          I know this is a dumb question, but have any of you testing discovered a "best practices" size of model, complexity of model, and cursor radius of influence? What about when to use linear effect and when to use s curve?
          Thanks,
          mitcorb

          I take the slow, deliberate approach in my aimless wandering.

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          • B Offline
            BTM
            last edited by

            @mitcorb said:

            I know this is a dumb question, but have any of you testing discovered a "best practices" size of model, complexity of model, and cursor radius of influence? What about when to use linear effect and when to use s curve?
            Thanks,
            mitcorb

            I know a few tricks.

            1. Size really shouldn't make a difference at ALL, except for if it's so small sketchup isn't able to make faces.

            2. Complexity can vary. As I mentioned in the gallery, that sculpted gargoyle has over 50000 faces. The tools can run slow, but still no real lag. Also; when dealing with complex models, GROUP THE PART YOU'RE SCULPTING FOR FASTER PERFORMANCE. Or make it a component. So if you have a house model, and are making a sculpture in the front, group it first, then sculpt.

            3. When dealing with a detailed mesh, it's best to set the soft radius type to linear when doing smaller details, as it seems to run somewhat faster. For large details on anything, s-curve is better, because it is more rounded.

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            • gillesG Offline
              gilles
              last edited by

              bravo for this plugin!

              it would great if we could choose a different radius for each tool and arrow keys to constrain to axes.

              encore bravo!

              " c'est curieux chez les marins ce besoin de faire des phrases "

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              • mitcorbM Offline
                mitcorb
                last edited by

                Thanks -BTM, both for this wonderful tool in development and your answers. I kind of suspected some of what you said, but I wasn't sure, as I have not had a lot of time for experimentation. These capabilities have really made me start to think about new ways to model.
                Best Wishes,
                mitcorb

                I take the slow, deliberate approach in my aimless wandering.

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                • B Offline
                  BTM
                  last edited by

                  @mitcorb said:

                  Thanks -BTM, both for this wonderful tool in development and your answers. I kind of suspected some of what you said, but I wasn't sure, as I have not had a lot of time for experimentation. These capabilities have really made me start to think about new ways to model.
                  Best Wishes,
                  mitcorb

                  Also, I forgot to mention this, but it's easier to sculpt with the edges hidden or turned off in styles, plus it's more accurate, as the inferencing won't automatically snap to endpoints. That and SketchUp runs faster when it doesn't have to display the edges.

                  Now I'm wondering if I can get the inferencing to ignore snapping to lines and endpoints… Not for soften or push, but for bulge and smudge (smudge is not in current release)

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                  • mitcorbM Offline
                    mitcorb
                    last edited by

                    @unknownuser said:

                    Also, I forgot to mention this, but it's easier to sculpt with the edges hidden or turned off in styles, plus it's more accurate, as the inferencing won't automatically snap to endpoints. That and SketchUp runs faster when it doesn't have to display the edges.

                    Now I'm wondering if I can get the inferencing to ignore snapping to lines and endpoints… Not for soften or push, but for bulge and smudge (smudge is not in current release)

                    Well--go ahead with your bad self!!!!! That is the spirit. 😍

                    I take the slow, deliberate approach in my aimless wandering.

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                    • B Offline
                      BTM
                      last edited by

                      As I've mentioned on occasion, I really don't like the current icons. The mudbox icons gave me some ideas too, so are these any better? (I might add arrows and stuff after)
                      BulgePushSmoothSmudge

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                      • T Offline
                        Tekelwriter
                        last edited by

                        These new icons are great! And I'm not so sure that they need any arrows added. Great work! I've got to learn more about ruby scripting; there are some wonderful tools, including this one, coming out of this community.

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                        • MarianM Offline
                          Marian
                          last edited by

                          they look good 👍

                          http://marian87.deviantart.com/

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                          • B Offline
                            BTM
                            last edited by

                            New feature being added: lag-line.

                            I copied some code from merge points to selected to make the feature. If turned on, it will make the tool affect points between the last mouse position and the new one. This could help when working with really high-poly models, or for other reasons too I guess 😉

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                            • L Offline
                              leixing
                              last edited by

                              Works great, Thank you VERY much.

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                              • K Offline
                                kwistenbiebel
                                last edited by

                                It would be nice to see some examples of what the SCF people can do with the plugin....Solo?
                                Perhaps we could open a gallery thread where we can show off our 'sculptures'?

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                                • P Offline
                                  Physicsguy1
                                  last edited by

                                  That sounds like a nice idea, Kwisten. I can't wait until I can scult some statues!

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                                  • soloS Offline
                                    solo
                                    last edited by

                                    Kwist, I'm still waiting for the official finished release before I play with it, I'm looking forward to it I must say.

                                    http://www.solos-art.com

                                    If you see a toilet in your dreams do not use it.

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                                    • C Offline
                                      chango70
                                      last edited by

                                      This is great! Can't wait!

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                                      • D Offline
                                        dacad
                                        last edited by

                                        .BTM

                                        About that script to lock edges to a plane to simulate symetrical modeling, i'm thinking this could be done in other way (please keep in mind i don't no codding so it's just an idea). The one question we have to now if it's possible is: can sketchup mimic our actions in the program itself using ruby? what i mean is if i draw a face, sketchup draws a face at the same time for example? if this would be possible the symetrical modeling could be done without dividing in two components the mesh but by making sketchup mimic our actions in modeling mirrored based on one of the axes (the base mesh would have to be placed at the origin for that to work but would probably be more easy to code instead of based on face and for this kind of modeling it's better to do in a new file to keep things light and just then copy the mesh to the final model we want).
                                        These way we don't had to explode the 2 components like we do right now,joined them and correct any messed up face.

                                        But again remember i really don't know coding so feel free to correct me or completly ignore this post if i'm saying just stupid things, or stuff you already have though of.

                                        By the way this script rocks!!:D

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                                        • B Offline
                                          BTM
                                          last edited by

                                          DacaD: I don't think that's possible. I could be wrong though.

                                          … Anyways, I'm (probably) adding 2 new tools: 'grab & drag', and Inflate (with issues…).

                                          1: You grab and drag geometry. Works like a smooth move tool if strength is at 100.

                                          http://forums.sketchucation.com/download/file.php?id=30711

                                          ( note: this object was previously subdivided.)

                                          http://forums.sketchucation.com/download/file.php?id=30712

                                          2: Inflate is now working, but it has some issues. It pushes geometry, like the push tool, but from inside the mesh. It finds the center point of the transformation with a raytest from the face it's used on, to the object on the other side of the reversed normal. The issue is that, if used on the end of a long object, this point would be in the center of it, not the end. Also, if the tool can't find an object in the way of the raytest, it won't work, so it would only work all the time on solid objects. Lastly, if not used on geometry at all, it works like the push tool (although I could change that easily).

                                          It still works though.
                                          One side inflated in some parts.

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                                          • JClementsJ Offline
                                            JClements
                                            last edited by

                                            Ideas for your icons.

                                            Smoothing icon: A ball with a shiney surface or a "reflection-sparkle".

                                            Push icon: Add a bit more shading to the concave surface of the ball.

                                            John | Illustrator | Beaverton, Oregon

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