Possible to move line and create intermediate geometry?
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I hope I can explain this one properly.
I want to move the selected edge downwards.
but instead of ending with this default result...
I want to end up with this result.
rotating and generating the new geometry was another method that would work, but not with the standard tools as far as I know. Is there a plugin to achieve this? Or any other solution. It would be ideal if this could be achieved on a per vertex basis.
I'm working on a model where I have a lot of angled faces that need this kind of indents from existing geometry.
Asking a lot, I know.
Thanks for your help.
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Rotating with the native Rotate tool will work just fine if you use it correctly.
I don't know of a tool that would add the additional line like you are thinking. Maybe you could draw the profile off the edge with the step in it and extrude that laterally?
Of you could push the face on the right side of the line down and move the far right edge up to get the same results. It would require some cleanup and more steps than just rotating the face as I did above but I suspect in more complex geometry, this method might work better.
I used this method to cut a series of sloped notches for the easel supports on a model of Thomas Jefferson's book stand. You can sort of see them in this image under the right hand easel.
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Here's a better illustration of the notches I was referring to.
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[EDIT] i guess what follows is basically the same thing dave has added in his edit above..
@castromann said:
I'm working on a model where I have a lot of angled faces that need this kind of indents from existing geometry.
the move tool can't create new geometry in the way you're showing but it can erase it.. one approach with that in mind:
1 β’ draw a line where you want the split to occur
2 β’ push/pull face.. (this is where the piece you're looking for is created)
3 β’ erase unnecessary parts
4 β’ move the appropriate line or vertex upwards. (you generally won't have to preselect the lines/vertex prior to the move operation) -
thank you guys, helps a lot although it doesn't solve the problem in my current model with a lot of attached geometry. I solved it by doing it manually with some guides and make planar commands. This would be an interesting approach for a plugin though. in C4D zero extrude can help you out of those situations if I remember correctly.
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i wouldn't think it's impossible to script this capability but i imagine the sticky nature of sketchup might make it tough.
the way you've outlined the issue in the original post is easy enough to do with native sketchup tools so i doubt it will generate much interest from a plugin writer..
maybe if you could show a situation or two where a plugin to do this would greatly enhance efficiency over currently available methods, some interest would be generated.
(and i'm just saying that without much basis.. i don't do ruby so i'm just guessing at all of that)
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The examplse seem to cover a lot of situations.
As far as I can see you simply need to add a line and move each vertex where you want it, using inferences and locked movements. With existing geometry there are going to be many variables. I don't think a plugin can handle them better than you just moving the points where they need to go. In your last instance you show the right hand face somehow rotated down without autofolding. Implies separating the faces by grouping, rotating, then extending--too much work. In such a case drawing the new edges based on inferences of the old and deleting the old face might be simpler rather than stretching a face around as if it is something you can't just erase. In making irregular bevels the situation is similar. Each situation is going to require more intelligence than a plugin IMO.
IF this is a mesh of totally connected faces, then you really have to make multiple decisions at every new vertex.
Vertex tools will help you manipulate the different vertices, add vertices etc. It can create a vertical face from edges between selected vertices--but then you have to decide what happens to the adjacent faces, which would mean erasing some edges and redrawing. In your last case Vertex tools could give you vertical faces, then you reconnect the dots (assuming pushpull isn't correct).
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@pbacot said:
Each situation is going to require more intelligence than a plugin IMO.
Unfortunately
Seriously, I can solve it manually. I just ran into some situations and thought maybe there was something available to ease my pain.
thanks again for all your inputs.
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