[Plugin] QuadFaceTools
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@box said:
However, if you install the latest version 2.9.8 then you should not get that message any more as I removed that check. If you do have version 2.9.8 it means that you have an older version of TT_Lib loading, which would be a result of files in Virtual Store.
That was it! After changing my TT_Lib on 2.9.8 all things just works fine. But I've also change my permissions first.
Thank you soooooo much
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I'm getting error in SU 2014
C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:39: syntax error, unexpected tSTRING_BEG, expecting keyword_end
ex.creator = 'Thomas Thomassen (thomas@thomthom.net)'^
C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: syntax error, unexpected tCONSTANT, expecting keyword_end
ex.description = 'Suite of tools for manipulating quad faces.'^
C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: syntax error, unexpected tIDENTIFIER, expecting keyword_do or '{' or '('
ex.description = 'Suite of tools for manipulating quad faces.'^
C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: syntax error, unexpected tSTRING_BEG, expecting '('
ex.description = 'Suite of tools for manipulating quad faces.'^
C:/Users/john2/AppData/Roaming/SketchUp/SketchUp 2014/SketchUp/Plugins/tt_quadface.rb:40: unterminated string meets end of file
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Have you installed the latest version of this Plugins AND the TT Lib [both available from the SketchUcation PluginStore] ?
It looks like you copied a older incompatible version from another SketchUp Plugins folder ?
All of TT's scripts should be compatible with v2014 [and earlier] IF you use the latest versions which have been updated to suit... -
@tig said:
Have you installed the latest version of this Plugins AND the TT Lib [both available from the SketchUcation PluginStore] ?
It looks like you copied a older incompatible version from another SketchUp Plugins folder ?
All of TT's scripts should be compatible with v2014 [and earlier] IF you use the latest versions which have been updated to suit...I did copy files from my v8 folder , but I deleted all the tt_ files manually. Then I went to SCF plugin store and installed all tt_ plugins one by one. The error still there. Is there a way to purge obsolete files so that I don't get an error? Just like there is fredo6 library purge option?
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You can delete the files which are mentioned in the error message.
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All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.
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@thomthom said:
All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.
Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors
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@thomthom said:
All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.
Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors
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Excellent!
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@thomthom said:
Excellent!
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Can these tools somehow used to solve the problem I'm facing here?
http://sketchucation.com/forums/viewtopic.php?f=15%26amp;t=57167%26amp;p=520075#p520075
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How does the blender quads to sketchup quads work, when i press the Suzanne (monkey) icon nothing happens?
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It's for converting imported geometry to Quads. When exporting geometry to blender and importing into SketchUp the edge that split the triangles in a non-planar quad is hidden - this function convert it to work with QuadFace Tools.
https://bitbucket.org/thomthom/quadface-tools/wiki/Features#!convert-blender-quads-to-quadface-quads -
When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads
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@rich o brien said:
When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads
When does it fail?
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By fail I mean the mesh generated is not what you had in blender.
Tons of reversed faces and duplicate faces.
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I am a noob at uv mapping but know SU pretty well. I simply wanted a texture to wrap around the outer lamp shade, I am building for a game.
No matter how many times I try, I can't seem to get the materiel on the outside of the shade (I selected out from the rest of the model). It keeps appearing on the inside. I realized that selecting faces outside is also selecting faces inside. I know I can make the shade thicker but I need it to be one poly thick to keep polys down.
Is there a way to do this?
THANKS! -
The 'fronts' of those faces are probably oriented so that they facing 'inwards'.
Faces have backs and fronts...Change the default back face color in the Style to be distinctive from the front color [say bright blue v off-white] and then View in Monochrome mode...
You'll see what is wrong...
To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...
The similar tool 'Orient' will make all faces connected to the selected one face to have the same orientation - it might cause issues if an edge is shared by more than two faces as then you can never get them all to share the same orientation... -
@tig said:
To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...
It was just as you said. I guess it became that way when I did the fallowme tool to make my lamp from a cross section. I actually fixed it by selecting whole shade without worry of selecting certain faces.
I'm golden now, thanks so much!
EDIT: is there a way to then do quadface on the other side? I want to do just have the diamond black frame of the texture on the back. Do I just reverse faces again? -
It looks like this method won't work for my game design. I thought the textures where placed not duplicated to make it work.
If I made this lamp by straight applying and positioning materials on faces the export 3ds would only be four materials (four pngs to put in my game assets folder). Using this way, well.. the screenshot. I can't have hundreds of the same texture.
Is there a way around this? Have texture alignment coordinates instead of multiple textures?
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