Wrap-R for SketchUp
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@oxer said:
Incredible work, to the end a UV Wrapper real and useful plugin with all features necessary to make a good mapping into Sketchup.
Congratulations!!
I work on Mac, I'll have wait for the Mac version but I'm going to install it on a PC to test it.Are you interesting in a Spanish translation?
Yes i am interest in a spanish translation ¡¡¡
Regards
Pedro
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@earthmover said:
Thank you Rich. I finally had some time to play with WrapR and Substance Painter together and your videos were invaluable. This may be a dumb question but how do I alternatively get the UV layouts into Photoshop directly from WrapR? The .svg export doesn't seem to come into PS with any of the islands. Also the site says that tomorrow is the last day for the Beta. Is that for access only, or will all betas cease to work after tomorrow? Thanks!
Hi Adam,
Use the File > Place Embedded... feature on a 1024px x 1024px canvas in PS...
We export the SVG at 1024px x 1024px but since it is a scalable vector graphic you can resize to any square dimension without pixelation.
Or use and online SVG to PNG to convert it.
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@rv1974 said:
- Why user should select\manipulate UV's with RMB? It's so bizarre and unnatural, are there any benefits?
- Any plans to add some kind of lasso selecting mode?
- Maybe it's a good idea to add a button for Saving the changes and applying them immediately in SU?
- Wrap-R tends to exaggerate the texture scale approx x50, scaling the checkers down helps only partially (maybe 3 button clicks). Could the application try to pick up the initial texture size?
- See attached. In case of serpentine\road like mesh, how can I straighten the UVs in orthogonal (so the sloped horizontals would get horizontal indeed) manner?
1 - Must be something with the way you work or your OS setup. RMB only used to Pan viewport
2 - Yes, you can grow a UV selection with NumPad + key
3 - Good idea, a lot of work to make it happen
4 - UV viewport uses 0-1 UV scale of the applied texture. Use [] to resize for visuals.
5 - Pin whole island then unpin and align each loop. We plan to add more unwrapping methods in future
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A couple of noob questions here:
- Why user should select\manipulate UV's with RMB? It's so bizarre and unnatural, are there any benefits?
- Any plans to add some kind of lasso selecting mode?
- Maybe it's a good idea to add a button for Saving the changes and applying them immediately in SU?
- Wrap-R tends to exaggerate the texture scale approx x50, scaling the checkers down helps only partially (maybe 3 button clicks). Could the application try to pick up the initial texture size?
- See attached. In case of serpentine\road like mesh, how can I straighten the UVs in orthogonal (so the sloped horizontals would get horizontal indeed) manner?
Many thanks in advance
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- I'm a lefty, so my mouse setup is mirrored. And the Wrap-R (and Roadkill are the only softwares with this bug. could it be addressed?
- Brackets (and relax) work only for first 3 shortcut hits.
P.S. Could you put corresponding shortcut letters next to each menu item?
P.P.S. If I were one of Sketchucation moderators, I'd strongly recommend the authors to post video tutorials with keyboard\mouse recording (as you did in one of Wrap-R teasers) -
1 - this use roadkill core for openGL so it could be causing your problem. But I'm lefthanded too and i use a mouse like most lefties do.
2 - Adding shortcut keys to menu would mean reworking the shortcut editor in the File menu. Doesn't that list the keys for you?
3 - SketchUp needs a Screencast Keys addon similar to Blender. I do have a plugin that displays keys presses but a better option would be what KeyCastr does for Mac.
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@rich o brien said:
1 - this use roadkill core for openGL so it could be causing your problem. But I'm lefthanded too and i use a mouse like most lefties do.
2 - Adding shortcut keys to menu would mean reworking the shortcut editor in the File menu. Doesn't that list the keys for you?
3 - SketchUp needs a Screencast Keys addon similar to Blender. I do have a plugin that displays keys presses but a better option would be what KeyCastr does for Mac.
- Donno what to tell you.. In mouse properties, I've got 'switch primary and secondary buttons' checked. All programs
excluding Roadkil and Wrap-R obey this setting. It happens on several PCs. - As for shortcut hints please see atttached.
- Donno what to tell you.. In mouse properties, I've got 'switch primary and secondary buttons' checked. All programs
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Hi Rich, This will be a real valuable tool! Maybe not 1 percent of SU users have an idea how this can bring their visualization skill to the next level. Not really very used to unwrapping myself but ive been searching for this kind of tool.
Just wondering how you did this (see below). I didn't follow (you must be using keyboard shortcuts in the demo)
Maybe a bit more videos and i'll be learning it soon.
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C to cut edges.
If someone needs or has a model that needs unwrapping or wants advise to how to approach it feel free to ask.
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A couple of hours testing so far... Incredible tool. Thanks for making it. I look forward to the release so that I can support you!
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Thanks Rich! I wanna start with this:
I tried uv mapping the calla flower but I could get the map to have the gradient green fade upwards to white.
I think what I want to do is to stretch the uv to the shape of the red broken line.- if that's the correct approach to it.
anyways, attached is the file. Appreciate your help!
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You can relocate the plane with the texture and scale/project it, then copy the texture of the plane into the flower, viola!
With this method the result ins't perfect but is very quick.
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A second method, this give the best result, with SketchUV plugin.
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@oxer said:
A second method, this give the best result, with SketchUV plugin.
[attachment=1:2dx6nkvq]<!-- ia1 -->Secon method.jpg<!-- ia1 -->[/attachment:2dx6nkvq]
[attachment=0:2dx6nkvq]<!-- ia0 -->calla-0UW.skp.zip<!-- ia0 -->[/attachment:2dx6nkvq]
Thanks Oxer... it is how I would also normally do it using Sketch UV or by the native project texture . But there are limitations to this if you look closely.. Textures sometimes need to be stretched by UV mapping without distorting the map itself and this is what I want to achieve by unwrapping it.
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I put a quick tutorial together for the flower... it lacks some steps, but it could give some ideas of the workflow and the final result.
It also points some flaws/bugs of the software, which should be investigated...
It's a set of images in the archive along with the two .skp files (the one that i downloaded from the forum and the resulting one after uv-mapping).The biggest concern I have about the scaling-down bug. It scaled the model insanely down, when the uv-mapping was loaded with WrapR.
below are the errors:
Full archive (tutorial screenshots, skp files)
QuickTutorial.7zHope it helps...
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You didn't explain clearly your issue. I didn't know what you were referring to.
We are aware of the scaling issue. And the next release will fix it.
But if someone can reliable identify the workflow to reproduce it then please share it here.
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Derei, I complained earlier about scale bug and answer was to use [] keys to manage the tsx size. BUT when application blows up x50! scaling down 5% with bracket keys hardly helps. I'm curious whether this bug would migrate to final release.
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@rich o brien said:
But if someone can reliable identify the workflow to reproduce it then please share it here.
I am not sure if is 100% the cause, but i noticed it happening when I am scaling the uv-mesh in WrapR... seems that scaling the mesh will result in this model scaling-down. It should not alter the geometry, but only the way texture is projected on the mesh, but for some reason it does.
Also, there are sometimes unwelded (red) edges that appear after the model was saved and automatically reloaded.
Another issue is undoing the uv import from wrapr: if I imported the uv mapping on my model, but then i hit undo for any reason, i can't re import it or redo the operation.
When I need that, I do a trick: i rename the existing wrapr sketchup file (found in WrapR folder), then I export again to wrapr. Now a new skp file will be exported. I delete the new file and I rename the old one back.. in this way i can import the uvs that were previously used... is a messy workaround, prone to many mistakes and it should be solved in a better way (eg. to allow importing uvs from custom selected file - this way i can save several uv options and test them separately). -
I like that idea.
Added to list.
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@rich o brien said:
I like that idea.
Added to list.
About one week ago i sent you an email with a report with my first experience after a consistent use... I don't know if you received it, because I got no response back... even the shrinking bug was mentioned in there.
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