[Plugin] CleanUp
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fantastic plugin, Thom,
I already had my shortcut Ctrl+Shift+D assigned to the first cleanup-script. but the new one seems to be a lot more powerful. already worked well on models that lost lots of faces when cleaned up in the past.
about the threshold: do you think instead (or in addition maybe) to the manual input, would it make sense to have predefined settings, like 'high', 'medium' and 'low'?
cause adding nines to the 0.9999 isn't very intuitive... on the other hand. might be a bit too much...thanks again for the plugin. cleanup is one of the tools that I use most. couldn't live without it!
have a nice weekend! -
this looks killer, ThomThom... sure would have helped a lot with that 3ds Classroom model... I just basically re-built it from scratch instead
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@plot-paris said:
about the threshold: do you think instead (or in addition maybe) to the manual input, would it make sense to have predefined settings, like 'high', 'medium' and 'low'?
cause adding nines to the 0.9999 isn't very intuitive... on the other hand. might be a bit too much...I'm trying to get hold of feedback from Google which can shed some light on how things works under the hood in SU so I can 100% reliably erase all edges that are coplanar. I want to avoid having to set this tolerance completely.
But until then we have this tolerance. But I do plan on eventually implement a webdialog that will provide a better UI this this. More specifically, giving a better description of the various options as I don't feel the current UI is quite clear on what it do. With webdialogs I can add sliders etc. Will have to see though. I want to try to get feedback from Google before I invest time in that.
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Tom can code!
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I've been testing more models. The tolerance required seem to vary from model to model. At the latest model I tested I had to remove 4 digits from the tolerance to remove all coplanar edges. What's odd is that in other models the same tolerance would cause missing geometry...
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The model I tried it on has a Sandbox generated terrain and a Revit -> FBX -> 3DS -> SU imported model. I had to lower the tolerance to clean up the Revit model, but the sandbox tool lost some faces... I can't make sense of there numbers I get...
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You are the man!!
Thanks a lot... -
Thank you Thom.
This will come in handy to clean up imported files from Rhino's sloppy .3ds/SU exports.
Rhino has the tendency to triangulate each and ever surface at least twice and I always had trouble getting rid of those coplanar edges.
Will be trying the plugin tomorrow at work. Thanks -
Kwisten, have you tried
Rhino -> MOI -> SketchUp?
MOI uses the same file format as Rhino, and I've read it exports geometry to SketchUp in a much cleaner way then Rhino. -
I discover this script today, damn...it's so helpfull !!! I spent so many hours to clean up my models... Thanks a lot.
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This scripts also very useful for cleaning up subd smooth models where youve creased edges
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ThomThom,
just ran the "delete coplanar edges" function from SU and got a crazy message in SketchUp with an ACAD file sent to me from the States...THEN I ran your cleanup on it, and this scrip was like I mean like so
you get a and a couple ok, and one more
It did in 5 seconds what would have taken half an hour!Thanks
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Ouch! That's a nasty error message! Don't think I've seen that one before. The only ones I've seen have only said "Don't Panic" - this seem to say the opposite!
I'm glad that my plugins didn't cause that. -
Thom,
Thank you for this ruby. I have been working on a huge model - 120MB - for a downtown facade restoration program. Lots of geometry and textures. I tried the script on a previously saved model to test it and nothing was missing except the junk lines etc. per your specifications. Tried it on the final model with the same fine results. Didn't dramatically reduce the size - 123MB down to 120MB but every bit helps.
Thanks again.
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@unknownuser said:
I tried the script on a previously saved model to test it and nothing was missing except the junk lines etc. per your specifications.
If you use the latest version you can now make it not erase lonely edges. Untick the Erase Lonely Edges item in the menus. And you also have a option for this for the tool that runs over your entire model
As for file size - what contributes the most is textures and backgrounds. I was thinking the other day that I'd write a little tool that'd list the model's materials along with it's texture sizes so you could quickly find materials with large textures.
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AdamB's already written a similar tool caled Goldilocks, although it judges the size of your textures by their relative position to the camera, i.e. large close textures are marked as good, large textures far away are bad etc.
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I was using your cleanup tool on a CAD model sent to me by a firm I work with... it has a bunch of Groups... they are exact copies of each other in CAD, but in SU, it doesn't 'see' that they are exact copies.
now... I was thinking... I can select all the groups that I know are supposed to be instances of a component... I could manually convert each to a component, then replace them all with the good one...but there's no tool that automates the process in my case with a CAD model import:
I choose 60 similar "group" objects,
Activate "Groups to Component tool" (G2Ctool)
G2Ctool says "I know these each should all be instances of the same component"... and then the tool would ask... "Select the desired object to be the base component" ... then I would click one of the 60 group objects I clicked before
and then the tool would ask... "Enter new component name"
then the tool would turn each one of those groups into some nebulous numbered component, then it would replace all of them with that first component with a new name.that would, IMHO, be the "missing link" tool in your cleanup tool arsenal.
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Yea, I've been thinking of something like that. Get that kind of stuff importing from revit. But the problem there is that the axis, insertion point, is different. So I can't just go by that. I'd have to compare the geometry...
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I think about this too from time to time. And one of the problems is that it might be easy enough if all components were inserted with the same rotation, but it gets tricky if all components are rotated differently.
To help compare, you could take all edges from comp1 and compare its length against all edge lengths in comp 2. They should have all the same amount, of the same lengths if they are possibly the same component. That would help determine if you should continue comparing the two components.
Also, you could compensate for components that are the same, with different scale factors by the same idea. Get all edge lengths for each. Then take each comps shorteest edge, and scale it up to be the length of the other comps smallest edge. Get that scale factor, and scale all edges the same. THen compare to see if the newly scaled lengths all equal the target component's edge lengths. And voi-la, theres a way to test for scale differences.
Just some ideas while they were still in my mind.
Chris
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