Share your tips on sketchucation.com/xmas
-
Edit>Copy/Cut + Edit>Paste_in_Place lets you copy/move objects between SKPs - copy/cut and change the SKP window then paste_in_place: OR copy/move objects from one 'context' into a another - e.g. from the model into an existing group/component edited after the copy/cut; or from one group/component into another group/component - just change the edit-context.
Also essential - shortcut Edit>Paste_in_Place as Ctrl+Shift+V, to be like the Edit>Paste Ctrl+V...
I also have those fine TBD tools on offer, so other posters can also have my chance...
Season's Greetings...
-
@unknownuser said:
...first 3 published tips will receive one (your choice) of my smustard scripts. Go !
If I'd known, I wouldn't have bought stereo...
-
beaten to it....
-
If you are using post pro to say add landscape plants, grass etc. assign colors in SketchUp that will be easily recognized in photoshop(etc) so you can extract and create your layers.
This also applies to emitters.
If you are using lots of high poly objects, ie modeled plants etc. instead of using layers, create another Skp. file as a storage area for these objects. In really high poly environments it will make quite a difference to the way Skp acts.
If you are in a very tight room situation where you will end up trapped in the walls, set up ample scenes so that you can easily get back to modeling.
This is fun even if I don't win. -
You can align and move entities, groups, components "by proxy" if you select the item and then click along some edge elsewhere in the model that represents the direction of the move.
-
If you need to edit a component which is correctly placed in your scene and find a difficult time to get to that component to edit it... just open component window, drag a copy of the component in open space and edit that copy, then delete. All the changes will affect the correctly placed component.
Also, if some plugins don't work, do the same operation above, but before editing scale the component to edit upwards by 10 or 100. Sketchup works better on bigger scales, but the changes you make in component will affect the non scaled component in your scene
-
if you see your tip on the calendar PM me with the script that you want.
-
Whenever you need a way to rapidly model in two entirely separated environments (virtually+geomatrically), still in one and the same SU instance, activate the ‘Toggle Terrain’ button to be able to toggle between both environments that‘ll have their own visible groups and components (*).Also apply the ‘Outliner’ to drag components to exchange between environments.
%(#FF0000)[(georeferencing not needed, neither an obstacle)
- create layer “Google earth terrain”.
- create layer “Google earth snapshot”.
One is enough to activate the button, but with both layers created you will benefith the from switching between both environments.
Create two shell components(), each associated to respective two layers.
() Components named “exterior” vs. “interior” or “grid” vs. “no grid” or “whole model” vs. “parent+child ()”, whatever your imagination comes up with as “one” vs the “other”.
These components contain nothing but one dummy nested (invisible) locked simple component and merely function as a shell component, thus the environment in which you model. The locked dummies are to avoid purging the two layers. Save this setup as a template.
Now also assign the Terrain button to a key to speed up toggling.]
() since the overall model is the overall environment, changing a component (A), still seeing its parent, allows you to make changes to it in the one environment whereas it might be almost impossible to handle (A) in the other environment.
Entities outside the two shell components will still be visible in both shells.
So in fact you have Overall+(substitute for) terrain and Overall+(substitute for) snapshot.All modelling can be done inside the overall environment, or inside one of the two shell components.
The outliner (by drag and drop) is handy to manipulate (nested) components between environments .They can easily be shifted from one to the other and back.
-
Hi folks.
If you want to mirror an object about a line, rotate it by 180° using the line as the axis of rotation, then flip the object since it will be upside down after the rotation.
Making it a component first, if it is not one already will ease the flip since you can use the flip along the component's blue axis. It will also allow a mirror from any orientation or position of the object.
Just ideas.
-
@dale said:
If you are using lots of high poly objects, ie modeled plants etc. instead of using layers, create another Skp. file as a storage area for these objects. In really high poly environments it will make quite a difference to the way Skp acts.
Dale,
I'm curious how do you use this in workflow? I have been thinking about it, but not sure how you place and review the plants prior to final output.Sounds like a great idea.
Peter
-
mirror.....or just scale the copy of the object/group/component with value -1
-
@pbacot said:
I'm curious how do you use this in workflow? I have been thinking about it, but not sure how you place and review the plants prior to final output.Sounds like a great idea.
Peter
Peter
I usually export a "canvas" for the plants to be placed on in the second file. i.e. I would export the top surface of the planter, or flowerbed with a cut/paste in place , and then I know exactly where the plantings will be. I also create a new layer in the storage file for the plants, which will remain after importing back to the original file, so I can still turn the layer on or off, or even delete after making sure they are where you want them.
I have also taken recently to just leaving the plants in the second file, and because the rendering program I use has a "merge" function (Thea), I will keep the high poly objects out of the original file until I go to render. Thea has no problems with high poly objects, and the merge function works great.
My new i7 computer is not too bad, but my older imac, could really grunt under the high poly strain.
Advertisement