[Plugin] QuadFaceTools
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@optimaforever said:
@rv1974 said:
judging by RizomUV promo video, it works with tris like a beast. Doesn't it?
Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.
And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning.
What do you mean by things not being "attached"? Geometry or UV?
Is this when you use QFT to export? -
Well, that GIF messed it up... in reality the flipped quads looks smooth.
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@thomthom said:
@optimaforever said:
@rv1974 said:
judging by RizomUV promo video, it works with tris like a beast. Doesn't it?
Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.
And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning.
What do you mean by things not being "attached"? Geometry or UV?
Is this when you use QFT to export?Hi thom,
basically it means qft exports all quads detached. So rizomUV canât weld the geometry, which is pita. -
@optimaforever said:
Hi thom,
basically it means qft exports all quads detached. So rizomUV canât weld the geometry, which is pita.Can you elaborate a bit more on what you mean by this?
QFT writes OBJ files were the faces share vertices just as they do in SketchUp.
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@thomthom said:
@optimaforever said:
Hi thom,
basically it means qft exports all quads detached. So rizomUV canât weld the geometry, which is pita.Can you elaborate a bit more on what you mean by this?
QFT writes OBJ files were the faces share vertices just as they do in SketchUp.Well... My evaluation period for rizomUV expired so I can't try now but here's a screencapture of my qft exported mesh in RizomUV:
Basically the mesh is cut along the quads and the edges can't be welded. If I try to weld the geometry in 3dsmax, I lose the quads and get tris.
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I'm not sure what I'm looking at there...
I sounds like this is an issue that relate particularly to rizomUV. Though I can't really tell exactly what is going on. But I can verify that QFT exports OBJs in such a manner that the faces share vertices.
If you could find out more what is happening on the rizomUV side then I could look into whether there are some tweaks that can be done on the side of QFT.Perhaps, do you have a model where exported from another app into OBJ works fine for rizomUV - but doesn't work when exported from QFT?
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Exact. When I create a quad mesh in Max and import in RizomUV, there's no problem, I can cut and weld along desired edges, generating UV islands easily. When imported from QFT, each quad becomes a UV island and I can't weld back the geometry, which is very disappointing. I told the dev about this and he replied that he'll try to allow welding of pre-welded imported geometry but so far no good...
So my understanding is that there's something happening when exporting obj from QFT in su side. -
Have you tried mapping the uvs using Wrapr? Exporting Wrapr-mapped objects from SU (as fbx) works as intended for me.
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@kaas said:
Have you tried mapping the uvs using Wrapr? Exporting Wrapr-mapped objects from SU (as fbx) works as intended for me.
Well... I'm trying RizomUV because WrapR has too many limitations because of the SU 's own limitations.
Did you check the RizomUV's presentation? you'll understand what I mean. -
So, is it the UVs that are the issue? I can understand if that might be the issue here - as SU doesn't try to make the UV-coordinates between vertices shared. (SU saves texture position per face instead of per vertex)
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@thomthom said:
So, is it the UVs that are the issue? I can understand if that might be the issue here - as SU doesn't try to make the UV-coordinates between vertices shared. (SU saves texture position per face instead of per vertex)
Indeed, this could be the issue... But I'm not techy enough to be able to confirm this unfortunately.
I should try forcing a UVmap in max on the qft mesh before importing in rizomUV.
Unfortunately my evaluation period expired -
Good day! I have a problem with the make planar tool. when I select it, an unknown error is displayed. what could be the cause of this problem? SketchUp 2018
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@goodwin_2203 said:
SketchUp 2018
kindly consider updating your profile (refer to version 2016 there) whenever changing SketchUp version
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Hi,
Could we hope for a French version of QuadFaceTools?
There is one person who knows how to do that!I thank her in advance if she does it.
Pourrait-on espérer une version française de QuadFaceTools?
Il y a bien une personne qui sait faire cela !Je la remercie par avance si elle s'y adonne.
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Je ne crois pas que cela soit prévu pour recevoir l'intégration de langages mais...
Il y a déjà la version en français du mode d'emploi!
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@zooen said:
Hi,
Could we hope for a French version of QuadFaceTools?
There is one person who knows how to do that!I thank her in advance if she does it.
Pourrait-on espérer une version française de QuadFaceTools?
Il y a bien une personne qui sait faire cela !Je la remercie par avance si elle s'y adonne.
I translated the plugin to Spanish language manually, you have to edit some strings in the files with a text editor ( I use BBEdit on Mac), I don't know if Thomas will give support to translations in near future.
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Thank you Oxer for your answer. I edited the file "core.rb" and translated with Notepade ++ for windows. I used google translation to translate so I will have to rework the texts in French.
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Hey there genious, im just wondering if u know why i cant get a "floating" menu i tried all i know and i can only use quad Tools from the main menu "Tools"
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Hi!
Recently I discovered Connect tool to be very useful. However, if I set number of Segments to 1 and "Pinch" to any value, position of connecting segment doesn't change - it sticks to the middle, regardless. I thought about a little improvement for this plugin so that Pinch would also apply to single connecting segment, altering its position along edges. This would help a looot! And push SketchUp more towards poly-modelling which I personally miss soo much.An illustration of the case:
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What about kind of "collapse edge" feature? There's a nice sub-tool "remove loops" but as stated, is removes entire loop (screenshot on the left, original quad-mesh on the right). The mesh in the middle shows how I imagine "collapse edge" would work. Only the selected edges are removed and ends are connected to surrouding quad corners.
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