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โš ๏ธ Libfredo 15.4b | Minor release with bugfixes and improvements Update

Complex scripting/plugin - to create a component library

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  • T Offline
    TIG Moderator
    last edited by 28 Nov 2012, 16:12

    If I don't have your current code then how can I comment on what it's doing ?

    Can you PM me with the current code, and two or three dwg/image pairs [all zipped], so I test this properly my self.
    It's almost impossible to debug at arms length like this... ๐Ÿ˜•

    TIG

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    • T Offline
      TIG Moderator
      last edited by 28 Nov 2012, 17:32

      I've managed to mock some files up and test it...
      I think this works now

      ### usage; LukeR.importer
      module LukeR
        def self.importer()
        
      	model=Sketchup.active_model
      	
      	defs=model.definitions
      	
      	#model.start_operation("importer",true) ### Bugsplats with image.explode !!!
      	
      	### PURGE UNUSED COMPONENTS [NOT NEEDED IF YOU DO IT MANUALLY FIRST]
      	defs.purge_unused
      
      	### SETUP LIST OF NAMES etc
      	cnames=[]
      	defs.each{|d|cnames << d.name if File.extname(d.name).downcase == '.dwg'}
      	cnames.sort!
      	
      	### ADJUST TO YOUR OWN PATHS
      	fj='P;\02 General\Resource Library\People\JPEG' ### for images
      	ff='P;\02 General\Resource Library\People' ### for saved SKPs
      	#fj='C;\Users\TIG\Desktop\SKPs\PNGs'
      	#ff='C;\Users\TIG\Desktop\SKPs'
      	
      	### PROCESS NAMES...
      	cnames.each{|name|
      		
      		puts name
      		
      		### SET UP defn etc ### COUNT EDGES
      		d=defs[name]
      		count=0
      		bb=Geom;;BoundingBox.new
      		d.entities.each{|e|
      			bb.add(e.bounds)
      			count+=1 if e.is_a?(Sketchup;;Edge)
      		}
      		
      		### ADD IMAGE TEXTURES NB; '.png'
      		img=d.entities.add_image(File.join(fj, File.basename(name, ".*")+".png"), [-1.mm, -1.mm, 0], 2.mm+bb.width, 2.mm+bb.height)
      		next unless img
      		img.explode
      		
      		t=Geom;;Transformation.new()
              count.times{
      			d.entities.intersect_with(true, t, d.entities, t, true, d.entities.to_a)
      		} ### repeat to ensure all splits...
      		
      		### REMOVE img's UNWANTED PERIMETER
      		togos=[]
      		d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
      		d.entities.erase_entities(togos)
      		
      		### ENSURE FACES ARE 'UP' & SET LAYERING
      		hidn=model.layers.add("People Outlines")### or whatever name you like!
      		peep=model.layers.add("People Images")### or whatever name you like!
      		d.entities.each{|e|e.reverse! if e.is_a?(Sketchup;;Face) && e.normal!=Z_AXIS; e.layer=hidn if e.is_a?(Sketchup;;Edge); e.layer=peep if e.is_a?(Sketchup;;Face);}
      
      		### STAND COMPONENT'S CONTENTS TO BE VERTICAL
      		tr=Geom;;Transformation.rotation(ORIGIN, X_AXIS, 90.degrees)
      		d.entities.transform_entities(tr, d.entities.to_a)
      
      #=begin		### REMOVE ANY 'HOLES'
      		faces=[]
      		d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
      		(faces.length-1).times{
      		   for face in faces
      			if face.valid?
      			  for edgeuse in face.outer_loop.edgeuses
      				 if not edgeuse.partners[0] ### outermost face
      					faces = faces - [face]
      					loops = face.loops
      					for loop in loops
      					   for fac in faces
      						  if fac.valid? and (fac.outer_loop.edges - loop.edges) == []
      							 faces = faces - [fac]
      							 fac.erase! if fac.valid?
      							 ### fac abutts kept face so it must be erased...
      						  end #if fac
      					   end #for fac
      					end #for loop
      				 end #if outermost
      			  end #for edgeuse
      			end #if valid
      		   end #for face
      		}#times
      #=end		
      
      		### ALL FACES GET MAIN MATERIAL
      		faces=[]
      		d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
      		mat=nil
      		faces.each{|e|mat=e.material if e.material}
      		faces.each{|e|
      			e.material=mat
      			e.back_material=mat
      		}
      		
      		### MOVE ORIGIN TO BOTTOM-CENTER OF OUTLINE
      		tr=Geom;;Vector3d.new(-bb.center.x, 0, 0)
      		d.entities.transform_entities(tr, d.entities.to_a)
      		
      		### MAKE IT A FACE-ME COMPONENT
      		#d.behavior.always_face_camera=true
      
      		### FINALLY... SAVE IT INTO 'PEOPLE' AS A' SKP'
      		d.refresh_thumbnail
      		d.save_as(File.join(ff, File.basename(name, ".*")+".skp"))
      		
      	}#names
      	
      	#model.commit_operation
      	puts
      	puts 'Done.'
      	puts
      	
      	return true
      	
      	end#def
      end#module
      

      NOTE: the image files' PNG and folder names you might want to adjust...

      TIG

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      • L Offline
        Lersince1991
        last edited by 29 Nov 2012, 09:15

        Brilliant thanks TIG, sorry I didnt get back to you - not much free time yesterday.
        Will test today at some point.

        I have also thought of a better solution for matching the images up with the geometry. originally the image and the dwg are the same - the dwg is just live traced from the image. So if I keep the image border the bounding box of the dwg when imported will perfectly match the texture image in sketchup. I originally removed this frame in illustrator but realised this is removed in su anyway and therefore it is making it worse not better ๐Ÿ˜ฎ silly me.

        Just wondering, is there anyway to scale the geometry with constrained proportions to a set height? (ok if not) but at the moment illustrator is sort of a half manual, half automatic process for scaling which takes time.

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        • L Offline
          Lersince1991
          last edited by 29 Nov 2012, 09:46

          scrap the scaling ! ๐Ÿ˜„
          Managed to add the scaling in the images (canvas size in photoshop) before it goes to a dwg - I think it will keep its scaling

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          • L Offline
            Lersince1991
            last edited by 29 Nov 2012, 12:14

            OK TIG!

            This looks like it could be the last edit! ๐Ÿ˜„ (sorry there was a lot of work!! - I really appreciate it and will make sure I share the work on the warehouse after getting permission from vyonyx)

            The images are all mapping perfectly now!

            So the issue is that now I have added a frame from the original jpeg for the bounding box to reference its size correctly to (as notede 2 post ago). I think the could requires editing to delete this external frame as well. At the moment I believe that the following is happening:

            • The image is made slightly bigger (good as it just makes them a little sharper at least).
            • The image is exploded and frame removed but as it is 1mm bigger the other frame now in the components is not deleted.
              Summary - I think we need to add another delete for the outer frame as well as the img exploded frame.

            Good news is the remove holes seem to be working well! (just inverted at the moment as the second outer frame remains)


            0009 vyonyx_couple_009.jpg

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            • T Offline
              TIG Moderator
              last edited by 29 Nov 2012, 13:13

              If you duplicate this code

              ### REMOVE img's UNWANTED PERIMETER
                    togos=[]
                    d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
                    d.entities.erase_entities(togos)
              

              immediately after itself... then first time it runs the outer perimeter edges of the original image are deleted - it was actually added 1mm bigger all round than the original outline's size to ensure its edges were separated from the outline's. The second go it erases the 'frame' of the outline so you have the 'real' outline left - frankly this 'frame' seems superfluous to me โ“
              The potential problem is that if this 'frame' shares any horizontal/vertical short edges [that you will actually want to be kept because they are outlining the desired form] then it simply screws up, because they'll go too and no face loop is left for later processing, AND we have no way of knowing which of these single-faced edges is which... so don't even ask how we can do it... ๐Ÿ˜ฎ
              If you don't have this 'frame' the result is fine without the second step.
              Alternatively add the 'frame' as being a discontinuous loop - perhaps just the max-x/y dims on two sides only, which then gets erases in the first run to the perimeter deletion code anyway, because these edges can never have any faces so ..faces.length<2 applies
              BUT if you must have this continuous looped 'frame', then its edges can only touch the main outline's edges at points, any 'coincident' edges - no matter how short - will get removed in the second run, and then the facing of the discontinuous outline's edge will fail dismally... ๐Ÿ˜•

              TIG

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              • L Offline
                Lersince1991
                last edited by 29 Nov 2012, 13:35

                sorry just posted at the same time you did so didnt see the above

                • The extra frame is to make the bounding box of the component match the texture. As you saw before, because these textures (pngs) are not cut out properly, the bounding box is different to the bounding box of the geometry component. so causing a mis match in the mapping of the texture to the geometry. This solves this.

                However yes you are right in the fact that this extra frame would mess things up IF the geometry we want to keep is the same. however this only happens when the image is cut off at the edge of the png file. And I don't care for these images as they wont be used. i.e. is you have a person that is cropped off and not whole, I wouldnt put this in a model. Some of the trees do this, but they wouldnt be used anyway and would be deleted.

                A SOLUTION - if we needed one, i.e. if some of the geometry is the same as the frame.
                I could extent the canvas size of the original image via photoshop at the start. Hence extending the frame beyond the boundaries of the image we want to keep. ๐Ÿ˜„

                ๐Ÿ˜„

                EDIT: Also just noticed the face me code wasnt put in again. Copied this back in ๐Ÿ˜„
                NOW TO PROCESS THESE! ๐Ÿ˜„ (overnight)

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                • L Offline
                  Lersince1991
                  last edited by 29 Nov 2012, 13:42

                  EDIT!
                  SORTED TIG, I just copied it again ๐Ÿ˜„

                  heres the final Code.

                  One LAST thing - How easy is it to apply this to a folder of seperate Skp files rather than active components? Onyl because it takes about 15 minutes to process a single component and when they are all (or some of them about 50 or so) in one model it slows down considerably and I would leave it on overnight to do a batch. Probably not necesary but just be interested in your thoughts to improve the processing speed?

                  FINAL CODE:

                  
                  ### usage; LukeR.importer
                  module LukeR
                    def self.importer()
                    
                     model=Sketchup.active_model
                     
                     defs=model.definitions
                     
                     #model.start_operation("importer",true) ### Bugsplats with image.explode !!!
                     
                     ### PURGE UNUSED COMPONENTS [NOT NEEDED IF YOU DO IT MANUALLY FIRST]
                     defs.purge_unused
                  
                     ### SETUP LIST OF NAMES etc
                     cnames=[]
                     defs.each{|d|cnames << d.name if File.extname(d.name).downcase == '.dwg'}
                     cnames.sort!
                     
                     ### ADJUST TO YOUR OWN PATHS
                     fj='P;\02 General\Resource Library\People\PNG' ### for images
                     ff='P;\02 General\Resource Library\Sketchup People' ### for saved SKPs
                     #fj='C;\Users\TIG\Desktop\SKPs\PNGs'
                     #ff='C;\Users\TIG\Desktop\SKPs'
                     
                     ### PROCESS NAMES...
                     cnames.each{|name|
                        
                        puts name
                        
                        ### SET UP defn etc ### COUNT EDGES
                        d=defs[name]
                        count=0
                        bb=Geom;;BoundingBox.new
                        d.entities.each{|e|
                           bb.add(e.bounds)
                           count+=1 if e.is_a?(Sketchup;;Edge)
                        }
                        
                        ### ADD IMAGE TEXTURES NB; '.png'
                        img=d.entities.add_image(File.join(fj, File.basename(name, ".*")+".png"), [-1.mm, -1.mm, 0], 2.mm+bb.width, 2.mm+bb.height)
                        next unless img
                        img.explode
                        
                        t=Geom;;Transformation.new()
                          count.times{
                           d.entities.intersect_with(true, t, d.entities, t, true, d.entities.to_a)
                        } ### repeat to ensure all splits...
                        
                        ### REMOVE img's UNWANTED PERIMETER
                        togos=[]
                        d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
                        d.entities.erase_entities(togos)
                  
                        ### REMOVE outline's UNWANTED PERIMETER
                        togos=[]
                        d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
                        d.entities.erase_entities(togos)
                        
                        ### ENSURE FACES ARE 'UP' & SET LAYERING
                        hidn=model.layers.add("People Outlines")### or whatever name you like!
                        peep=model.layers.add("People")### or whatever name you like!
                        d.entities.each{|e|e.reverse! if e.is_a?(Sketchup;;Face) && e.normal!=Z_AXIS; e.layer=hidn if e.is_a?(Sketchup;;Edge); e.layer=peep if e.is_a?(Sketchup;;Face);}
                  
                        ### STAND COMPONENT'S CONTENTS TO BE VERTICAL
                        tr=Geom;;Transformation.rotation(ORIGIN, X_AXIS, 90.degrees)
                        d.entities.transform_entities(tr, d.entities.to_a)
                  
                        ### MAKE IT A FACE-ME COMPONENT
                        d.behavior.always_face_camera=true
                  
                  #=begin      ### REMOVE ANY 'HOLES'
                        faces=[]
                        d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
                        (faces.length-1).times{
                           for face in faces
                           if face.valid?
                             for edgeuse in face.outer_loop.edgeuses
                               if not edgeuse.partners[0] ### outermost face
                                 faces = faces - [face]
                                 loops = face.loops
                                 for loop in loops
                                    for fac in faces
                                      if fac.valid? and (fac.outer_loop.edges - loop.edges) == []
                                        faces = faces - [fac]
                                        fac.erase! if fac.valid?
                                        ### fac abutts kept face so it must be erased...
                                      end #if fac
                                    end #for fac
                                 end #for loop
                               end #if outermost
                             end #for edgeuse
                           end #if valid
                           end #for face
                        }#times
                  #=end      
                  
                        ### ALL FACES GET MAIN MATERIAL
                        faces=[]
                        d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
                        mat=nil
                        faces.each{|e|mat=e.material if e.material}
                        faces.each{|e|
                           e.material=mat
                           e.back_material=mat
                        }
                        
                        ### MOVE ORIGIN TO BOTTOM-CENTER OF OUTLINE
                        tr=Geom;;Vector3d.new(-bb.center.x, 0, 0)
                        d.entities.transform_entities(tr, d.entities.to_a)
                        
                        ### MAKE IT A FACE-ME COMPONENT
                        #d.behavior.always_face_camera=true
                  
                        ### FINALLY... SAVE IT INTO 'PEOPLE' AS A' SKP'
                        d.refresh_thumbnail
                        d.save_as(File.join(ff, File.basename(name, ".*")+".skp"))
                        
                     }#names
                     
                     #model.commit_operation
                     puts
                     puts 'Done.'
                     puts
                     
                     return true
                     
                     end#def
                  end#module
                  
                  
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                  • L Offline
                    Lersince1991
                    last edited by 3 Dec 2012, 15:52

                    TIG, this is working perfectly now - I compressed the images a bit more and they import much faster now so thats good.

                    Bar just one more thing:
                    Can we change the axis/origin to the center of the people? at the moment the insertion point when adding the components into SU is a bit below the people by about 150mm or so. Would just be nice to get them to be inserted at the correct level. Got any code for this?

                    Heres the current module:

                    
                    ### usage; Importer.people
                    module Importer
                      def self.people()
                      
                       model=Sketchup.active_model
                       
                       defs=model.definitions
                       
                       #model.start_operation("people",true) ### Bugsplats with image.explode !!!
                       
                       ### PURGE UNUSED COMPONENTS [NOT NEEDED IF YOU DO IT MANUALLY FIRST]
                       defs.purge_unused
                    
                       ### SETUP LIST OF NAMES etc
                       cnames=[]
                       defs.each{|d|cnames << d.name if File.extname(d.name).downcase == '.dwg'}
                       cnames.sort!
                       
                       ### ADJUST TO YOUR OWN PATHS
                       fj='P;\02 General\Resource Library\People\PNG' ### for images
                       ff='P;\02 General\Resource Library\Sketchup People' ### for saved SKPs
                       #fj='C;\Users\TIG\Desktop\SKPs\PNGs'
                       #ff='C;\Users\TIG\Desktop\SKPs'
                       
                       ### PROCESS NAMES...
                       cnames.each{|name|
                          
                          puts name
                          
                          ### SET UP defn etc ### COUNT EDGES
                          d=defs[name]
                          count=0
                          bb=Geom;;BoundingBox.new
                          d.entities.each{|e|
                             bb.add(e.bounds)
                             count+=1 if e.is_a?(Sketchup;;Edge)
                          }
                          
                          ### ADD IMAGE TEXTURES NB; '.png'
                          img=d.entities.add_image(File.join(fj, File.basename(name, ".*")+".png"), [-1.mm, -1.mm, 0], 2.mm+bb.width, 2.mm+bb.height)
                          next unless img
                          img.explode
                          
                          t=Geom;;Transformation.new()
                            count.times{
                             d.entities.intersect_with(true, t, d.entities, t, true, d.entities.to_a)
                          } ### repeat to ensure all splits...
                          
                          ### REMOVE img's UNWANTED PERIMETER
                          togos=[]
                          d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
                          d.entities.erase_entities(togos)
                    
                          ### REMOVE outline's UNWANTED PERIMETER
                          togos=[]
                          d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
                          d.entities.erase_entities(togos)
                          
                          ### ENSURE FACES ARE 'UP' & SET LAYERING
                          hidn=model.layers.add("People Outlines")### or whatever name you like!
                          peep=model.layers.add("People")### or whatever name you like!
                          d.entities.each{|e|e.reverse! if e.is_a?(Sketchup;;Face) && e.normal!=Z_AXIS; e.layer=hidn if e.is_a?(Sketchup;;Edge); e.layer=peep if e.is_a?(Sketchup;;Face);}
                    
                          ### STAND COMPONENT'S CONTENTS TO BE VERTICAL
                          tr=Geom;;Transformation.rotation(ORIGIN, X_AXIS, 90.degrees)
                          d.entities.transform_entities(tr, d.entities.to_a)
                    
                          ### MAKE IT A FACE-ME COMPONENT
                          d.behavior.always_face_camera=true
                    
                    #=begin      ### REMOVE ANY 'HOLES'
                          faces=[]
                          d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
                          (faces.length-1).times{
                             for face in faces
                             if face.valid?
                               for edgeuse in face.outer_loop.edgeuses
                                 if not edgeuse.partners[0] ### outermost face
                                   faces = faces - [face]
                                   loops = face.loops
                                   for loop in loops
                                      for fac in faces
                                        if fac.valid? and (fac.outer_loop.edges - loop.edges) == []
                                          faces = faces - [fac]
                                          fac.erase! if fac.valid?
                                          ### fac abutts kept face so it must be erased...
                                        end #if fac
                                      end #for fac
                                   end #for loop
                                 end #if outermost
                               end #for edgeuse
                             end #if valid
                             end #for face
                          }#times
                    #=end      
                    
                          ### ALL FACES GET MAIN MATERIAL
                          faces=[]
                          d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
                          mat=nil
                          faces.each{|e|mat=e.material if e.material}
                          faces.each{|e|
                             e.material=mat
                             e.back_material=mat
                          }
                          
                          ### MOVE ORIGIN TO BOTTOM-CENTER OF OUTLINE
                          tr=Geom;;Vector3d.new(-bb.center.x, 0, 0)
                          d.entities.transform_entities(tr, d.entities.to_a)
                          
                          ### MAKE IT A FACE-ME COMPONENT
                          #d.behavior.always_face_camera=true
                    
                          ### FINALLY... SAVE IT INTO 'PEOPLE' AS A' SKP'
                          d.refresh_thumbnail
                          d.save_as(File.join(ff, File.basename(name, ".*")+".skp"))
                          
                       }#names
                       
                       #model.commit_operation
                       puts
                       puts 'Done.'
                       puts
                       
                       return true
                       
                       end#def
                    
                    
                    
                    
                    def self.trees()
                      
                       model=Sketchup.active_model
                       
                       defs=model.definitions
                       
                       #model.start_operation("trees",true) ### Bugsplats with image.explode !!!
                       
                       ### PURGE UNUSED COMPONENTS [NOT NEEDED IF YOU DO IT MANUALLY FIRST]
                       defs.purge_unused
                    
                       ### SETUP LIST OF NAMES etc
                       cnames=[]
                       defs.each{|d|cnames << d.name if File.extname(d.name).downcase == '.dwg'}
                       cnames.sort!
                       
                       ### ADJUST TO YOUR OWN PATHS
                       fj='P;\02 General\Resource Library\Trees\PNG' ### for images
                       ff='P;\02 General\Resource Library\Sketchup Trees' ### for saved SKPs
                       #fj='C;\Users\TIG\Desktop\SKPs\PNGs'
                       #ff='C;\Users\TIG\Desktop\SKPs'
                       
                       ### PROCESS NAMES...
                       cnames.each{|name|
                          
                          puts name
                          
                          ### SET UP defn etc ### COUNT EDGES
                          d=defs[name]
                          count=0
                          bb=Geom;;BoundingBox.new
                          d.entities.each{|e|
                             bb.add(e.bounds)
                             count+=1 if e.is_a?(Sketchup;;Edge)
                          }
                          
                          ### ADD IMAGE TEXTURES NB; '.png'
                          img=d.entities.add_image(File.join(fj, File.basename(name, ".*")+".png"), [-1.mm, -1.mm, 0], 2.mm+bb.width, 2.mm+bb.height)
                          next unless img
                          img.explode
                          
                          t=Geom;;Transformation.new()
                            count.times{
                             d.entities.intersect_with(true, t, d.entities, t, true, d.entities.to_a)
                          } ### repeat to ensure all splits...
                          
                          ### REMOVE img's UNWANTED PERIMETER
                          togos=[]
                          d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
                          d.entities.erase_entities(togos)
                    
                          ### REMOVE outline's UNWANTED PERIMETER
                          togos=[]
                          d.entities.each{|e|togos << e if e.valid? and e.is_a?(Sketchup;;Edge) and e.faces.length<2}
                          d.entities.erase_entities(togos)
                          
                          ### ENSURE FACES ARE 'UP' & SET LAYERING
                          hidn=model.layers.add("Tree Outlines")### or whatever name you like!
                          peep=model.layers.add("Trees")### or whatever name you like!
                          d.entities.each{|e|e.reverse! if e.is_a?(Sketchup;;Face) && e.normal!=Z_AXIS; e.layer=hidn if e.is_a?(Sketchup;;Edge); e.layer=peep if e.is_a?(Sketchup;;Face);}
                    
                          ### STAND COMPONENT'S CONTENTS TO BE VERTICAL
                          tr=Geom;;Transformation.rotation(ORIGIN, X_AXIS, 90.degrees)
                          d.entities.transform_entities(tr, d.entities.to_a)
                    
                          ### MAKE IT A FACE-ME COMPONENT
                          d.behavior.always_face_camera=true
                    
                    #=begin      ### REMOVE ANY 'HOLES'
                          faces=[]
                          d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
                          (faces.length-1).times{
                             for face in faces
                             if face.valid?
                               for edgeuse in face.outer_loop.edgeuses
                                 if not edgeuse.partners[0] ### outermost face
                                   faces = faces - [face]
                                   loops = face.loops
                                   for loop in loops
                                      for fac in faces
                                        if fac.valid? and (fac.outer_loop.edges - loop.edges) == []
                                          faces = faces - [fac]
                                          fac.erase! if fac.valid?
                                          ### fac abutts kept face so it must be erased...
                                        end #if fac
                                      end #for fac
                                   end #for loop
                                 end #if outermost
                               end #for edgeuse
                             end #if valid
                             end #for face
                          }#times
                    #=end      
                    
                          ### ALL FACES GET MAIN MATERIAL
                          faces=[]
                          d.entities.each{|e|faces << e if e.is_a?(Sketchup;;Face)}
                          mat=nil
                          faces.each{|e|mat=e.material if e.material}
                          faces.each{|e|
                             e.material=mat
                             e.back_material=mat
                          }
                          
                          ### MOVE ORIGIN TO BOTTOM-CENTER OF OUTLINE
                          tr=Geom;;Vector3d.new(-bb.center.x, 0, 0)
                          d.entities.transform_entities(tr, d.entities.to_a)
                          
                          ### MAKE IT A FACE-ME COMPONENT
                          #d.behavior.always_face_camera=true
                    
                          ### FINALLY... SAVE IT INTO 'PEOPLE' AS A' SKP'
                          d.refresh_thumbnail
                          d.save_as(File.join(ff, File.basename(name, ".*")+".skp"))
                          
                       }#names
                       
                       #model.commit_operation
                       puts
                       puts 'Done.'
                       puts
                       
                       return true
                       
                       end#def
                    end#module
                    
                    
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                    • T Offline
                      TIG Moderator
                      last edited by 3 Dec 2012, 16:03

                      This bit of the code moves the component's origin to be at the bottom-center of the image-that's-now-geometry...
                      ### MOVE ORIGIN TO BOTTOM-CENTER OF OUTLINE tr=Geom::Vector3d.new(-bb.center.x, 0, 0) d.entities.transform_entities(tr, d.entities.to_a)

                      At this point we have already stood it up 'on its end'.
                      The 'vector' moves everything across in the 'X', to the center [note how it's a -ve value].
                      To move if down you change the 'Z' value.
                      It can only be easily done by a set distance.
                      So to move everything down in every imported set, by 150mm, we make it this...
                      ### MOVE ORIGIN TO BOTTOM-CENTER OF OUTLINE tr=Geom::Vector3d.new(-bb.center.x, 0, **-150.mm**) d.entities.transform_entities(tr, d.entities.to_a)

                      Note the value's format -150**.**mm because the base-units in SketchUp are inches, so -6 would have a similar result at 6" [actually that is 152.mm ]...

                      TIG

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                      • L Offline
                        Lersince1991
                        last edited by 3 Dec 2012, 16:49

                        Nice one thanks, I had an inkling that it would have to be a set value, I'll drop loads in and find the best value to change them to and process again.

                        We are now using these and its working very well. Gets nicer images without a long post-processing in photoshop.

                        Thanks again TIG

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                        • L Offline
                          Lersince1991
                          last edited by 4 Dec 2012, 09:38

                          Processed all the people last night and works REALLY WELL.
                          Thanks again TIG!

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