[Plugin] Control points ver. 1.6.
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@aceshigh said:
actually, not so fantastic
I just cannot add control points to groups, as its done in the videos. I get no such options at the context menu!
DIY fix: open the script in a plain text editor, find the 6 occurrences of 'model.entities' in the script and edit it to 'model.active_entities' - it will then work inside group edits etc...
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@tig said:
DIY fix: open the script in a plain text editor, find the 6 occurrences of 'model.entities' in the script and edit it to 'model.active_entities' - it will then work inside group edits etc...
Cool
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Let us hope that this (TIG's suggestion) is being considered by the author in a revision.
And, I see that it is acknowledged. -
can't beleive i missed this one! f'n incredible.
i would love to be able to select more than 1 point at a time though(wouldn't need FFD anymore) -
@xrok1 said:
can't beleive i missed this one! f'n incredible.
i would love to be able to select more than 1 point at a time though(wouldn't need FFD anymore)as far as I know, you can select more than 1 point at a time.
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@xrok1 said:
i would love to be able to select more than 1 point at a time though(wouldn't need FFD anymore)
Not sure I wouldn't need FFD anymore, I was thinking in a combination with control points and FFD@ Kirill
Any idea if this plugin could work in SU7 on mac ?
Cheers
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@aceshigh said:
@xrok1 said:
can't beleive i missed this one! f'n incredible.
i would love to be able to select more than 1 point at a time though(wouldn't need FFD anymore)as far as I know, you can select more than 1 point at a time.
well i tried making a cylinder; putting a point on each side, then scaling so they got further apart? it allways tends to pull more to one than the other.
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TIG, got a DIY quick fix for one step undo?
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I have an issue whereby the initial move does not seem to register. If i then do another move, and undo it (!) the mesh jumps to the previous position. And just to make matters worse, this only happens intermittently!
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@mitcorb said:
Can this script recognize and utilize construction/control points placed by another ruby script?
This is an interesting idea. You mean you want to select a set of existing c-points + geometry group then make c-points not just c-points, but control c-points. I think it's possible, but it is not implemented yet in the current version.
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@paulbarton said:
I have an issue whereby the initial move does not seem to register. If i then do another move, and undo it (!) the mesh jumps to the previous position. And just to make matters worse, this only happens intermittently!
Speaking of undo: the work on improving 'undo' behavior is in progress (I want to make it more 'natural', not sure if I can but I'll try). In the current version it is necessary to make undo several times to get everything to the initial state.
Note: it is not necessary to wait until geometry transformation finishes, you may undo previous c-point movement while the group refreshes.
For example, you moved c-point, then immidiately decided to get everything back: press 'ctrl+z' combination 3-times immediately to get the c-point back and to cancel group transformation.I'll try to find out why the initial move does not seem to register.
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Kirill:
On the outside c-points question, I thought I had a ruby script loaded prior to install of that placed construction points. I cannot find it now. What I did not fully realize is that cpoints could mean construction point or control point. Evidently your cpoints do more than simply highlight a target point in space.
Sooo-- maybe my question was a bit naive.
But thanks for the reply.
I am putting this script through some modeling tests to learn its use.
Thanks for the opportunity.
mitcorb -
@mitcorb said:
Sooo-- maybe my question was a bit naive.
But it gave a good idea!
I think that it can be a kind of alternative to 'entity scanner' (it was discussed here: http://forums.sketchucation.com/viewtopic.php?f=323&t=22709&st=0&sk=t&sd=a#p191629 ). So it would be possible to link control c-points back manually to groups and/or curves after closing and opening the file. And it would be also possible to link any existing c-points to any group.
What do you think? -
Wouldn't the plain old cpoints that may have been inserted in the model prior to running this plugin have to change their status to Control cpoints? Could your plugin look for pre-existing cpoints(construction points) and change them?
Just in case you understand- I do not have any Ruby expertise -yet. -
Thanks for the update Kirill!
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HOLY SHIT!!!! Sorry...but after watching how fast you deformed that toilet in the 3rd video, I'm completely slack jawed. FFD on super steroids! I'm boggled by the speed krill. I think if the core group of power scripters got together, you guys could cause global revolution. Amazing stuff....Blend, 2 faces and a path and this script...all tremendously powerful, super fast and have post operation editing capabilities. I wish every script performed as fast. I don't know jack about coding, but your work deserves a shot and a beer!
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Very nice!
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@mitcorb said:
Wouldn't the plain old cpoints that may have been inserted in the model prior to running this plugin have to change their status to Control cpoints? Could your plugin look for pre-existing cpoints(construction points) and change them?
Just in case you understand- I do not have any Ruby expertise -yet.I guess, I got it now
@earthmover said:
I don't know jack about coding, but your work deserves a shot and a beer!
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Wow this is amazing Plugin
thank you -
Error; #<TypeError; reference to deleted Group> L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `entities' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `deform_group' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;213;in `call' L;/Modeling/Sketchup Google/Plugins/bezier.rb;395 Error; #<TypeError; reference to deleted Group> L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `entities' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `deform_group' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;213;in `call' L;/Modeling/Sketchup Google/Plugins/bezier.rb;395 Error; #<TypeError; reference to deleted Group> L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `entities' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `deform_group' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;213;in `call' L;/Modeling/Sketchup Google/Plugins/bezier.rb;395 Error; #<TypeError; reference to deleted Group> L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `entities' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `deform_group' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;213;in `call' L;/Modeling/Sketchup Google/Plugins/bezier.rb;395 Error; #<TypeError; reference to deleted Group> L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `entities' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `deform_group' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;213;in `call' L;/Modeling/Sketchup Google/Plugins/bezier.rb;395 Error; #<TypeError; reference to deleted Group> L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `entities' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;214;in `deform_group' L;/Modeling/Sketchup Google/Plugins/ctrlpnts.rb;213;in `call' L;/Modeling/Sketchup Google/Plugins/bezier.rb;395 ...and on and on and on.
I noticed that after deleting a surface that I'd applied control points to I got this going on in my Ruby window ad infinitum, it's going so fast I had a hard time even copying it.
I got this to happen by creating a surface, applying control points, using them to deform the surface (with a couple of "undos") and then deleting the surface. Only way to get it to stop was to restart SU.
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