[Plugin] QuadFaceTools
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Been playing with it and it's really great. Thanks again. Been playing with Artisan meshes with some mixed results, but after a few Make Quad operations, I can get the whole mesh to quadrify.
Any plans on adding a Ring Connect option as a way to add additional loops?
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@earthmover said:
Been playing with Artisan meshes with some mixed results, but after a few Make Quad operations, I can get the whole mesh to quadrify.
I meant to make a whole video tutorial for that. It's best not to make the starting point at the edge of a mesh. That might yield some odd results. And holes in the mesh might also produce unexpected results. And I suspects meshes where the quads are not uniformly laid out, but need star connections could throw some odd results as well.
If you find that the quadification of a mesh yields odd results it might help if you manually quadify some of mesh first. A couple of quads around holes and star connections.
Got any sample models to share by the way. I did not have any organic models with regular mesh to test on.@earthmover said:
Any plans on adding a Ring Connect option as a way to add additional loops?
What is a Ring Connect?
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@earthmover said:
Been playing with Artisan meshes
Perhaps an idea to request Dale to add an option to generate the mesh as quads? That'd be pretty sweet.
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What's the icon at the end of Vertex Tools? I don't have it in mine?
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@unknownuser said:
What's the icon at the end of Vertex Tools? I don't have it in mine?
Cursed your keen eyes! Now I have to kill you!
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@gaieus said:
Holy crap, TT. I saw you post in the (other) forum to Pete and was wondering. Good news is that I seem to have some spare space in my toolbars...
By the way Gaieus, with meshes build from quads, making UV tools becomes easier.
It was in fact one of the biggest challenges I had/have with UV Toolkit, being able to sort the geometry into predictable chunks. Now I can build upon the requirement that the mesh is quads, which makes the traversing of the mesh and mapping much easier. -
Mwah ha hah hah hah haaaaaaa
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@unknownuser said:
Mwah ha hah hah hah haaaaaaa
Just for the sake for retaliation and mute your excitement, it's simply a Collapse function. So there! Hah! No magic!
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@thomthom said:
@unknownuser said:
Mwah ha hah hah hah haaaaaaa
Just for the sake for retaliation and mute your excitement, it's simply a Collapse function. So there! Hah! No magic!
In reality it's a function to call upon all my killer robots to home in on Rich - as you can see from the iconic representation. Yes, that is right, I'm giving everyone who buts Vertex Tools this mighty power! muhahahah!
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I'll use my Chuck Norris plugin
Too extreme to release on this forum it's only for double hard bastards
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@thomthom said:
@earthmover said:
Any plans on adding a Ring Connect option as a way to add additional loops?
What is a Ring Connect?
It's fundamental for creating support edges for hard subdivision surfaces and to model organic surfaces while still maintaining quads. In Max, the Edit Poly Connect, gives you options to also slide and spread the loops along the width of the edge ring in order to "weight" the edges, define creases, etc. In Sketchup, you could always move a copy of a loop, but on an organic surface it doesn't always line up right. Even a simple option to connect edge rings at the midpoints would be helpful.
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Ah - Edge Connect - gotcha!
Yea, that would be a nice function. -
Thanks for this Thomas.
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Thank you Thomas!!!
A question: Is there a way to force the vertices of the quad to be coplanar?
If a quad consist of two triangles rotate this two triangles until they lay on the same plane and then delete the shared edge. Is that possible?Daniel S
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@daniel s said:
A question: Is there a way to force the vertices of the quad to be coplanar?
If a quad consist of two triangles rotate this two triangles until they lay on the same plane and then delete the shared edge. Is that possible?Yes, though, it'd also distort the connected faces.
(Vertex Tools let you do that - Make Planar)
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Elementary question:
What is the difference between a ring and a loop? I couldn't seem to figure out the images, or why one is called a ring and one is called a loop. -
@mitcorb said:
Elementary question:
What is the difference between a ring and a loop? I couldn't seem to figure out the images, or why one is called a ring and one is called a loop.Ring selects the next opposite edge in the connected quadfaces.
Loop selects the next connected edge at each vertex with a valence of 4 and does not share a face with previous face. -
You're a genius, Thomas!
Thank you so much.
_KN
Sketchup for Fantasy Art:
http://forums.sketchucation.com/viewtopic.php?f=81&t=27028&p=349117#p349117
Sketchup for Sci-Fi Art:
http://forums.sketchucation.com/viewtopic.php?f=81&t=27030&p=337096#p337096
My interview with Sketchupartists.org:
http://www.sketchupartists.org/spotlight/artists/sketchup-art-in-the-online-game-industry/ -
@daniel s said:
Thank you Thomas!!!
A question: Is there a way to force the vertices of the quad to be coplanar?
If a quad consist of two triangles rotate this two triangles until they lay on the same plane and then delete the shared edge. Is that possible?Daniel S
I added a function that projects the selected faces ( any face ) to a best fit plane. ( Best fit plane is based on the selection ). It also ensures that quads connected to the selection are triangulated so they don't break due to SketchUp's AutoFold feature.
Then I added a separate Remove Triangulation function.Both will be present in the next release. (Among other updates/changes)
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@thomthom said:
I added a function that projects the selected faces ( any face ) to a best fit plane. ( Best fit plane is based on the selection ). It also ensures that quads connected to the selection are triangulated so they don't break due to SketchUp's AutoFold feature.
Then I added a separate Remove Triangulation function.Both will be present in the next release. (Among other updates/changes)
What happens if the selection is all the model? Will work? I attach a quick example because is difficult for my to explain it in english.
If I select all the model, the plugin will convert the faces into coplanar quads and delete the triangulations? In the attached model if you turn on the hidden geometry view you will see the triangulation. If you try to delete the lines you will delete the faces too because is not coplanar. If you make a coplanar face it will disort the connected faces. Is there a solution for this?
Daniel S
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