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    HiDef Rim Tutorial using Flowify

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    • chippwaltersC Offline
      chippwalters
      last edited by

      A follow up to the Tire Tutorial, this shows how to use Flowify and Vertex Tools to create a rim for a tire.

      http://dl.dropboxusercontent.com/u/3788438/3D/TireTute/Rim.jpg

      Currently working with Cross-Reality technologies

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      • cottyC Offline
        cotty
        last edited by

        Again a very nice video. Thank you!

        my SketchUp gallery

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        • chippwaltersC Offline
          chippwalters
          last edited by

          @pilou said:

          I see you use Solid Inspector and not Solid Solver: why ? πŸ˜„
          Fist don't fill a missing face, second yes! πŸ˜„

          I just got in the habit of using Solid Inspector. I like it. I'll check out Solid Solver too! Thanks for the tip.

          Currently working with Cross-Reality technologies

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          • pbacotP Offline
            pbacot
            last edited by

            excellent!

            MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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            • pilouP Offline
              pilou
              last edited by

              I see you use Solid Inspector and not Solid Solver: why ? πŸ˜„
              First don't fill a missing face, second yes! πŸ˜„

              Frenchy Pilou
              Is beautiful that please without concept!
              My Little site :)

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              • C Offline
                CAUL
                last edited by

                Again, very, very nice tutorial. I think there are two points in relation to Flowify that are worth mentioning.

                1) The thickness of the geometry (the dimension perpendicular to the projection grid) is transferred directly to target surface coordinates, the geometry is then transformed from there into world coordinates. So, if the target surface is in a scaled group the thickness will be scaled as it is transformed to world coordinates. For predictable results the target surface can be exploded and regrouped, this will put an identity transform (scale=1) on the target surface group. Ideally, Flowify should handle this but currently does not..

                2) The second point concerns the relation between the projection grid and the target surface. Flowify sets up a coordinate system between the grids where all cells have the exact same size in uv-space. As seen in the image below, the results are more predictable if the projection grid and target surface have more corresponding cell sizes. This can be achieved by either constructing a custom projection grid (Image 2) or by having about equal sized cells in the target surface (Image3). In regards to the tutorial, if you keep the idle points in the poly line and convert these into quads, then the regular grid (constructed with impose grid) will better match the target surface.


                Image1.png


                Image2.png


                Image3.png

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                • KrisidiousK Offline
                  Krisidious
                  last edited by

                  Shared at my race car simulation forum.

                  http://isiforums.net/f/showthread.php/24899-SketchUp-Tire-Tutorial-using-Flowify

                  By: Kristoff Rand
                  Home DesignerUnique House Plans

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                  • chippwaltersC Offline
                    chippwalters
                    last edited by

                    @caul said:

                    2) The second point concerns the relation between the projection grid and the target surface. Flowify sets up a coordinate system between the grids where all cells have the exact same size in uv-space. As seen in the image below, the results are more predictable if the projection grid and target surface have more corresponding cell sizes. This can be achieved by either constructing a custom projection grid (Image 2) or by having about equal sized cells in the target surface (Image3). In regards to the tutorial, if you keep the idle points in the poly line and convert these into quads, then the regular grid (constructed with impose grid) will better match the target surface.

                    Thanks for the advice. The problem with 'keeping the idle points' is that then one has to manually stitch up the resulting surface to create quads, which can take quite some time-- unless you know a way of automating quad generation on non-quad topology?

                    Check out the video at 3:25 where I confront this issue. If there are co-linear groupings of 3 or more vertices in the polyline, it will not generate a quad compatible surface. Any thoughts on how to automate quad generation during Follow-Me?

                    Thanks again for a GREAT tool!

                    Currently working with Cross-Reality technologies

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                    • cottyC Offline
                      cotty
                      last edited by

                      @chippwalters said:

                      @caul said:

                      The problem with 'keeping the idle points' is that then one has to manually stitch up the resulting surface to create quads, which can take quite some time-- unless you know a way of automating quad generation on non-quad topology?

                      A kind of automation in this case...

                      click to view animation

                      my SketchUp gallery

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                      • chippwaltersC Offline
                        chippwalters
                        last edited by

                        @cotty said:

                        A kind of automation in this case...

                        Thanks. Did not know about Split Tools.

                        Currently working with Cross-Reality technologies

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