[Plugin] Mirror
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@tig said:
Here's v3.8
http://forums.sketchucation.com/viewtopic.php?p=276512#p276512
It now honors any selected 'locked' components or groups, and does not mirror them.
I've also included some minor 'behind the scenes' code tweaks...Thanks TIG!
Sorry to call it out, but this is how I noticed the lock glitch! -
This something to do with Sketchup itself.
If the arc/curve is grouped/mirrored with other connected-geometry [that borders a face] then the arc gets exploded !
If you replicate the arc+other_geometry_around_face > group, copy, scale -1, explode... you will find that native Sketchup breaks the arcs too... -
TIG, thank you for the update
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So solution is to group the rectangle first!
With that all the mirrors of the arcs will keep the arcs not explosed!
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Yes - it's just the same in Sketchup when it's done manually...
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@unknownuser said:
@unknownuser said:
Sketchup breaks the arcs too...
It's a pity!
....Pilow,don"worry. make mirror and use plugin nilinies2arc.rb (http://forums.sketchucation.com/viewtopic.php?t=21155)...properties of the arc( in Entity Info) must have been restored
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Don't know this little last one
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rainy day ideas..
mirror would be a good one for doing what you did to split_to_plane.. where <enter> is Z instead of the 3rd click.. lathe would be another candidate (2nd click when defining the axis)..
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Seems there is a glitch ?
An arc is drawn up left corner then "Mirrored"
Making a group don't resolve the problem
when explode mirrored group , arc is exploded!
when explode original group , arc is not exploded!
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I use to render my projects in 3DS Max and my pipeline is to turn all entourage components to the cubes proxies (by Fredo's Ghost plug in), open simplified entourage skp file in Max and then replace
them by another Max script with hi-poly vray proxies.
What is interesting is that the mirrored (at some stage) SU components get wrongZ value in Max.
I just wandering where is the wicked link:
SU itself, mirror.rb, ghostcomponent.rb, exporters\importers? -
@Jeff
Sorry don't understand first proposition ...and second proposition!@unknownuser said:
mirror would be a good one
: it's that the problem that don't work
with 2 or 3 clicks even I split horizontally the rectangle@unknownuser said:
lathe
??
A Copy Rotate works (don't explode the arc) but it's not the mirror function and i must draw some helper lines
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@rv1974 said:
I use to render my projects in 3DS Max and my pipeline is to turn all entourage components to the cubes proxies (by Fredo's Ghost plug in), open simplified entourage skp file in Max and then replace them by another Max script with hi-poly vray proxies.
What is interesting is that the mirrored (at some stage) SU components get wrongZ value in Max.
I just wandering where is the wicked link:
SU itself, mirror.rb, ghostcomponent.rb, exporters\importers?
When you 'mirror' or use 'scale -1' [which is all that mirror really does] the component-instance is flipped [aka 'transformed']; however, inside its definition the geometry still has the original orientation.
When exporting such objects into another format that exporter's code must identify the original geometry and its container's 'transformation', then typically it applies the transformation so it now looks right - some formats have limited 'transformation' abilities, so make everything changed so it looks right perhaps messing with the object's innards while doing this. This then breaks the direct link to the original's transformation, so maybe 'swapping' a component won't adopt the original's transformation...When you 'mirror' something it's typically about a bounding-box center-point - so is this 'Z difference' you see after swapping related to say half of the object's bounding-box 'height' [actually Z is its 'depth'!] - it might be that the Max script is incorrectly interpreting that point when applying its own transformation - would a fix be for the script to adjust the Z-value as it swaps ?
Are you sure that the paired simple and complex proxies have the exact same bounding-box and insertion point etc - if they don't then the swapping of them can easily get muddled... If you swap and swap back do things reset properly or get worsened ? This could indicate such a state... -
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So the Max 'swapper' script is misinterpreting the transformation of the imported objects ?
If you swap and re-swap back as you were, are you back or has further wrong-transformation happened ?
Seems to me the issue is with the Max swapper script itself, which is clearly flipping the 'mirrored' versions of swapped pyramids about their centers ??
If you used a non-symmetrical object as the two simple/complex we can better see the extent of the 'flipping' which might be a 'rotation' or a real 'scale -1' ??? try a pyramid placeholder with an offset apex so we can clearly see its transformation, and a more complex version for the 'swap'.
The Z-offset issue should be solved if the script correctly flips these mirrored versions...
I know little about Max scripts.
Have you tried looking for solutions over on their forums... -
Wow you helped (even knowing little about max script) me to solve the the issue that was a real pain in the @ss for a very long period.
I tended to blame Sketchup but it appears to be a Soulburn replacer problem.
For all who suffered the same issue, Here is a good one (that respects SU components):
https://www.scriptspot.com/3ds-max/scripts/replacer-0 -
@unknownuser said:
@Jeff
Sorry don't understand first proposition ...and second proposition!it's that the problem that don't work
with 2 or 3 clicks even I split horizontally the rectanglemaybe it works out ok with 2D (but even then, i think you still have to define the Z for proper mirror)
@unknownuser said:
??
A Copy Rotate works (don't explode the arc) but it's not the mirror function and i must draw some helper lines
[attachment=0:25m1367s]<!-- ia0 -->copyrot.jpg<!-- ia0 -->[/attachment:25m1367s]
copy/rotate isn't mirroring it though.. using a rectangle for testing doesn't make that immediately recognizable..
(mirroring an object can very literally be thought of as placing an actual mirror on a line and you'll be left with the original component as well as the one you see in the mirror.. there's no 180ΒΊ rotating happening )anyway.. the idea for <return> for Z isn't creating new functionality for the tools.. it just makes some situations a tiny bit easier when you're zoomed in close.. if you want to mirror something along the green axis, you select the object, click on one part of the green axis, click another part of the green axis, then inference along the blue axis for your third point.. if you can push <return> for Z, you'd only click the first and second points then <return> tells it your third click is on a vertical axis..
with lathe, you also have to define the rotation axis.. but if this option were in it and you were rotating perpendicular to the ground, you'd only click once then <enter>
(in a round about way, it's the same thing as holding the shift key in order to lock the protractor to the Z axis then using one click to define a point of rotation)you can see the same behavior in split_to_plane and cut_to_plane.
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Yes but the problem was not exactly that the problem was the "explosion" of the arc
So my solution to Group the rectangle before draw anything resolve all headache!
Mirror can be used with any restriction and by Magical mood the arc stay safe! -
@unknownuser said:
Yes but the problem was not exactly that the problem was the "explosion" of the arc
So my solution to Group the rectangle before draw anything resolve all headache!
Mirror can be used with any restriction and by Magical mood the arc stay safe!haha.. i think we're talking about two entirely different things.
TIG knows what i'm talking about because i got the idea from him.. it's not my idea, it's his -
would love to see <enter> or <return> give you the Z. would make life that much nicer when picking and hunting around to mirror an object.
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