SU 9 Wishlist
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@unknownuser said:
And I don't like how SU, on MAC, starts up with a new document and then I have a new document window open until I close it.
This should be normal Mac behavior when first launching. However it is NOT like other apps when SU is already open and you go to SU (using the dock, for instance) and a new default file opens. THAT I find annoying.
Also unlike other Mac apps. It always asks to save when closing the new default file--when I have done nothing at all yet. -
@unknownuser said:
And I wish that when I open a recent doc from the recent file dropdown, and then save as, it defaults to the location of the last document I opened with the open file dropdown, and not the one that I just opened. Wastes a lot of time navigating file structures to where I need to save as to.
I wonder if this is a SU or MacOS thing. Do you find other apps act differently?
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@unknownuser said:
So, how crazy is it that the windows version can only have one model open at a time?! That must drive you guys batty.
If you have enough RAM you can open 2 or 3 sessions of SU, not separate windows. You can transfer objects via the clipboard not drag&drop. Just make sure you open the 2nd session before you copy to the CB or you may lose it.
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@jgb said:
@unknownuser said:
So, how crazy is it that the windows version can only have one model open at a time?! That must drive you guys batty.
If you have enough RAM you can open 2 or 3 sessions of SU, not separate windows. You can transfer objects via the clipboard not drag&drop. Just make sure you open the 2nd session before you copy to the CB or you may lose it.
I think that is more of an graphic card issue. I can have many SU windows open. No prob. nVidia Geforce 8800 GT and Quadro 3800. But I've used SU on some lower spec cards, integrated etc, and they quickly fail.
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Same, I've never run into issues opening many many SU model at the same time.
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I've once had 3 SU sessions open on my old ATI card with 512k, but it was slow to d/l the clipboard or pan. Mind you, they were all big files that had common comps, before I discovered my comp. Library.
However using the comp lib is not as good as copy then paste in place which I usually need when co-ordinated placements between models. My models tend to get big fast so I split a model along logical layers. Accurate placement is paramount for common parts between files.
2 sessions were about normal response.
I have only had 2 open on my new NVIDIA card with 1gb and it was normal speed as if 1 session.
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I do a lot of modelling for a large global retailer which tends to cover interior images and walkthroughs of superstores. What i would love to see SketchUp offer is the ability to export a flat mesh of my models (such as retail cabinets) to PhotoShop or something that i can paint a realistic texture to rather than rely upon third party render packages. These are fine for stills but no so for interactive walkthroughs where my clients PC's might not be as powerful.
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@i4-design solutions said:
I do a lot of modelling for a large global retailer which tends to cover interior images and walkthroughs of superstores. What i would love to see SketchUp offer is the ability to export a flat mesh of my models (such as retail cabinets) to PhotoShop or something that i can paint a realistic texture to rather than rely upon third party render packages. These are fine for stills but no so for interactive walkthroughs where my clients PC's might not be as powerful.
You're talking about exporting a 3d model and then texturing it in PS? PS can already open .3ds, .dae, .kmz, and .obj files all of which SU can export. What else would you want?
-Brodie
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Thanks for the reply. I will give it a try and see what happens. With these exports, are you suggesting i can insert a 3D model to PS? or do i have to export 2D images? Sorry but if I can get this process improved it will obviously benefit a number of my walkthroughs.
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@i4-design solutions said:
Thanks for the reply. I will give it a try and see what happens. With these exports, are you suggesting i can insert a 3D model to PS? or do i have to export 2D images? Sorry but if I can get this process improved it will obviously benefit a number of my walkthroughs.
Well if you have PS Extended you can infact bring 3d models into it and do texturing work there. To be honest I have the extended version but I've never used this feature. I've found it a bit awkward and I don't know of anyone else who uses it so I've not put any time into it. I can't really advice on what you should do because I'm unclear on what you're trying to achieve. You're doing SU walkthroughs but you aren't satisfied with your textures? You'll always have some limitations unless you do a rendered walkthrough but if you think you can achieve what you want simply by editing textures I'd just right click the texture go to Texture -> Edit Texture Image and you can tweak there. But I may be misunderstanding what you want to do?
-Brodie
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I want sketchup text options(like font, size, type), to be also included in sketchup api, so we could style-up our plugins. Agree?
Here are the two texts that are wanted to be updated:
Sketchup.active_model.add_note and Sketchup.active_model.entities.add_text -
My wish list for the future (?) SU9
I can imagine all was asked....
But it would be interesting "coupling" tools.
Imagine: rotate and translate when copying, push-pull following curves, move P-r-e-ci-s-e-l-y any object without to be insane and export only the "camera window"
And...don't forget render !!!
Cheers -
@unknownuser said:
But it would be interesting "coupling" tools.
What is that?
@unknownuser said:
Imagine: rotate and translate when copying,
What do you mean?
@unknownuser said:
push-pull following curves
Like the Joint Push Pull plugin?
@unknownuser said:
, move P-r-e-ci-s-e-l-y any object without to be insane
like moving an object in the direction you want to go and typing 1.32"?
@unknownuser said:
and export only the "camera window"
What does it export now?
@unknownuser said:
And...don't forget render !!!
Could be interesting in the Pro version. It'd be neat to see how SU would handle something as complex as rendering.
-Brodie
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@unknownuser said:
@unknownuser said:
But it would be interesting "coupling" tools.
What is that?
Waht you read. Working with two tools together@unknownuser said:
Imagine: rotate and translate when copying,
What do you mean?
Can you rotate and traslate at the same time?@unknownuser said:
push-pull following curves
Like the Joint Push Pull plugin?
Yes except if you are using "hand curves"@unknownuser said:
, move P-r-e-ci-s-e-l-y any object without to be insane
like moving an object in the direction you want to go and typing 1.32"?
No. I'm refering moving any object selecting ONLY origing point and destination point.@unknownuser said:
and export only the "camera window"
What does it export now?
Yes and not. When exporting, certainly it export what you see. BUT it export also what you can't see. Imagine a block of apartments with 24 floors and you REALLY need renderize only 3 or 4...@unknownuser said:
And...don't forget render !!!
Or integrating a render engine INSIDE...
Could be interesting in the Pro version. It'd be neat to see how SU would handle something as complex as rendering.-Brodie
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@unknownuser said:
Waht you read. Working with two tools together
I'm still not understanding I guess. It seems like SU does that a lot. The move tool for instance also rotates, copies, creates arrays, and stretches geometry.
@unknownuser said:
Can you rotate and traslate at the same time?
What do you mean by translate? Move? You can use the rotate tool and set the origin somewhere other than on the object which will rotate the object at the same time it's moving it about a circle centered on the tool's origin. This is how you make polar arrays of course. Or you can use the move tool to move an object and then while still in the tool you can rotate the object. I guess that's not 'at the same time' but I'm not sure how you'd control all those variables at once. Is there another software that does what you're referring to?
@unknownuser said:
Yes except if you are using "hand curves"
I don't know what a 'hand curve' is
@unknownuser said:
No. I'm refering moving any object selecting ONLY origing point and destination point.
Select object, type M for move tool, click origin point, click destination point. That's currently how it works. Again, I must be misunderstanding.
@unknownuser said:
Yes and not. When exporting, certainly it export what you see. BUT it export also what you can't see. Imagine a block of apartments with 24 floors and you REALLY need renderize only 3 or 4...
Then you'd hide those other floors or put them on a layer and turn that layer off. Again, this functionality is already within SU. You say that it exports what you see but also what you CAN'T see. It sounds like you want to reverse that so that it would export what you can't see instead of what you can see which seems counterintuitive.
-Brodie
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The push/pull following a curve sounds exactly like the follow-me tool built into SketchUp. Look into that one, see how it works. I tihnk you'll like it. There are also some scripts out there to help do similar things with slightly better results. Follow me and Keep is one many people like to use.
The combining tools is a good idea. I'm not sure if there is a plugin that does this already. But it is something people ask for. So you could do a linear array, but also automatically add rotation to the object at the same time.
And a renderer inside SketchUp - I could be wrong, but I don't see Google doing that one. Largely because there are very many companies out there that already make incredible renderers that plug into SketchUp. I'd almost prefer google invest their time in something else other developing a tool that is already well taken care of by the outside community. But I'm not Google, so who knows what they'll do. You should look into Podium, Thea, Twilight, Kerkythea, Indigo, and many others that I'm not listing. And check out the gallery, lots of really great renders being posted there.
Cheers!
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@chris fullmer said:
The push/pull following a curve sounds exactly like the follow-me tool built into SketchUp. Look into that one, see how it works. I tihnk you'll like it. There are also some scripts out there to help do similar things with slightly better results. Follow me and Keep is one many people like to use.!
From what I understand of the original thought, Follow-me won't do it. FM will only extrude a face, not a curved or multi-face surface. Same as the Extrude-along-path RB. JPP will only extrude along a linear direction.
What was asked for is a combination of FM and JPP; which presents a major problem for concave surfaces. Even JPP has problems with that.
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Hey all.
Sorry again. English isn't my mother tongue and it's harder to explain...
When I say "coupling tools" I mean rotating and moving away or upwards AT THE SAME TIME.... For example If you try to model a spiral staircase, you need create a disc, copy x times and then selecte the stair one by one. If you could rotate and move upwards (at the same time) this would be easy...
I've call "hand curves" the traces made by hand (free form), wich is in the "Extended tools" below the curve and above the push/pull. I can't use "follow me" with this
And with the reference to the use of scenes, I can explain more precisely. Again I apologize for my english.
So, anyway, thanks a lot to everyone -
I know this is not exactly what you are looking for, but here is a way to use the follow me tool and pushpull tool with freehand curves.
[flash=790,600:22b058lx]http://www.youtube.com/v/9ZbciwDLIBE&hd=1&fs=1[/flash:22b058lx]
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@jgb said:
From what I understand of the original thought, Follow-me won't do it. FM will only extrude a face, not a curved or multi-face surface. Same as the Extrude-along-path RB. JPP will only extrude along a linear direction.
What was asked for is a combination of FM and JPP; which presents a major problem for concave surfaces. Even JPP has problems with that.
curviloft can do that.
(though using it for such a purpose doesn't really make much sense to me.. or, at least, i can't think of a circumstance where it'd be necessary)
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