[Plugin] QuadFaceTools
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@juju said:
also, there is this tool in development, I don't think it will integrate with SU though...
Oh! Interesting link!
Well, if it export OBJs with quads then the importer should handle it. -
That's great news Thom. I'll be seriously looking forward to it. For now I'll probably stick with building certain parts in SU and then exporting out to put together in Modo, but thanks for the offer.
Topologica looks interesting too. It would be nice to have an affordable option for reorganizing bad topology.
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Version 0.9.0
- OBJ Importer (File > Import... > "OBJ Files - QuadFace Tools"
Note that I expect there will be issues with the importer as there are probably many variations of exporters I'd not accounted for. If you experience issues please keep your Ruby Console open and report back the errors and example model.
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Appreciate the importer Thom!
One thing I've found as I've been experimenting with importing and exporting between various programs is that collada .dae files always import and export surprisingly cleanly between programs. I don't hear much talk about collada files being used, but almost every program supports them, and where obj files often create artifacts when dealing with bad geometry, collada files don't seem to have a problem with this.
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Greetings thomthom
Thanks again for your scripts. It's just a bomb.
I'm happy as a kidThere is another question.
I tried to export an OBJ file using your plugin.
The program UVLayout imported excellent correct poly mesh!
No need to deal with triangles and mapinga is a 3 times faster.I save the finished OBJ file in UVLayout.
But it is imported in SketchUp without texture.
I thought QuadFaceTools did not know how to import textures. But another model from SketchUp saved opens with texture.Maybe there is some kind of setup?
In UVLayout seen the name of the material - it is assigned by the model.Before that, I used the plug-in SketchUV to communicate with SketchUp and UVLayout.
ExportUVs, ImportUVs. But it turns out OBJ broken into triangles. And it is very difficult to work in the program. UVLayout works with polygon mesh.
Do you plan to make an analog ExportUVs, ImportUVs but with your excellent polygons?ps. I checked.
After mapping in 3D max OBJ file also imports without texture. -
For Windows 8.1 and I suppose some all versions ?
If you want install QuadFace tool, Install first TT-LIb2 else you will obtain a very beautiful "Bug SPlatch" and of course no possibility to use Sketchup!
I have started the French manual of it! Done!
Other French Manual SUbD done -
@unknownuser said:
After mapping in 3D max OBJ file also imports without texture.
Thats's true ? Seems incredible ! I suppose you have choice yes or no ?
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I tested again and recorded video.
From 3D MAX imported black material without texture.
But with UVLayout happened.
Apparently up to this program is not the path to texture. This is strange. I have 5 times the same thing done
I think. texture file must be in the same folder as an OBJ file. -
Can you share the OBJ along with the MTL and textures? Zip them up please?
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thomas i rememember we had the same problems in beta.. the zbrush obj were running fine but the 3dsmax ones gave same problem.
if i don't remember wrong, you said that was a matter of the texture-files path.. and also i remember you fixed those models in some way.. maybe reloading the texture from sketchp material editor from a new path? can't remember..also i remember there was something related to the upside-down flipping, but maybe that was from the zbrush models? not sure.. i'm trying to find those obj models to check the path of the textures..
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Yes of course. Here are all these files
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@ithil said:
Yes of course. Here are all these files
[attachment=0:16xvwwwa]<!-- ia0 -->obj.zip<!-- ia0 -->[/attachment:16xvwwwa]
Something in your export process hard code the full path to the textures - instead of relatives.
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # File Created; 19.01.2016 12;57;08 newmtl CHECKER_V1 Ns 30.0000 Ni 1.5000 d 1.0000 Tr 0.0000 Tf 1.0000 1.0000 1.0000 illum 2 Ka 0.0000 0.0000 0.0000 Kd 0.3882 0.3922 0.3882 Ks 0.3300 0.3300 0.3300 Ke 0.0000 0.0000 0.0000 map_Ka C;\temp4\pod_1_sk\CHECKER_V1.jpg map_Kd C;\temp4\pod_1_sk\CHECKER_V1.jpg
However on your own machine you'd think it'd stil work...
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Can I select the place where loops are inserted? They usually are inserted at the half of the line you choose, is there any way that would change ?
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HI Thomas, Just to drop a note that i really did appreciate QFT now that SubD is out and prove to be one of the most useful plugin.
Just wondering if we have a "relax tool" in the QFT suite or in any plugin you authored. I hope I know what im saying by relax which means to kind of smooth out the geometry without subdividing it but not destroying the quadface integrity of the model.
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@ely862me said:
Can I select the place where loops are inserted? They usually are inserted at the half of the line you choose, is there any way that would change ?
Probably the easiest way is to add more loops and delete the ones you don't need.
Select the ring, then connect edges to create more loops then use the remove loop button.
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In this particular case maybe this is more speedy!
3 times Edge Tools / Divide faces by Thomthom
and copy the last edge
Like this there no internal face created -
Try that with a more complex shape pilou.
QFT doesn't create internal faces either.
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@ely862me said:
Can I select the place where loops are inserted? They usually are inserted at the half of the line you choose, is there any way that would change ?
Not with the Insert Loop function, no. I have been looking into a new tool for this - but its not complete.
There is an experimental prototype in the latest versions, but it got some flaws. Need to rethink it.
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@cuttingedge said:
HI Thomas, Just to drop a note that i really did appreciate QFT now that SubD is out and prove to be one of the most useful plugin.
Just wondering if we have a "relax tool" in the QFT suite or in any plugin you authored. I hope I know what im saying by relax which means to kind of smooth out the geometry without subdividing it but not destroying the quadface integrity of the model.
You mean something like this?
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