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    • RE: Need Help Using SketchUV for UV Mapping

      While X-Plane isn't a focus of these forums, the information is provided below in case anyone is interested. It pretty much puts to rest any hopes I had of using SketchUp to build a working instrument panel for X-Plane flight-sim models:

      Below is a conversation between Jonathan (aka Marginal) and me. He is creator of the SU2XP plugin, among others. The upshot is that while SU has many strengths, creating working X-Plane instrument panels is not one of them

      Me: I see that you have a UV editor for SU. Before spending a lot of time learning to use it, I was wondering if you could let me know whether your editor will do what I want: map the panel.png from the cockpit folder to the surface of the 3D object's instrument panel so that the instruments will function?

      Jonathan: Pixel-perfect UV editing is vital for making an instrument panel. SketchUp doesn't really support this, and neither do any plugins that I'm aware of.

      Unlike other objects, cockpit objects in X-Plane use two textures - the normal texture plus the live texture where X-Plane draws the instruments. The 3D modeling app's X-Plane exporter plugin needs to contain special support for this. SketchUp2XPlane currently lacks such support.

      So I'm afraid that I would not recommend using SketchUp for cockpit modeling.

      Me: Should I assume, then, that creating a cockpit model in SketchUp and then exporting it as a .dae to Blender for the UV mapping also is not recommended?

      Jonathan: That will probably work (although I would try experimenting with this workflow before investing too much time in the model). You'll probably lose any animations.

      But what happens when you're half-way through texturing and realize that you need to make a change to the model?

      Me: I was wondering if the following would work: Suppose I built and UV-mapped in Blender just the instrument panel as the official 3D cockpit. Modeling and mapping that object should be relatively easy.

      Then, could I build the rest of the cockpit (everything except the instrument panel), including animated joystick and rudders, etc. as a separate SketchUp 3D model, export it, and insert that object into the Plane Maker model?

      With the proper view options selected in Plane Maker, wouldn't those components be visible in the interior view, even though they are not part of the official cockpit model?

      Jonathan: The panel contains the animated instruments from the live cockpit texture that X-Plane updates, plus instrument housings, animated switches, animated controls, etc using the normal texture. These all have to fit together with millimeter accuracy since they're close to the pilot's POV. Practically you have to model all of these plus the primary flight controls in one app, otherwise it's not possible to visualize how they all fit together.

      Oh, and I should have mentioned above that SketchUp2XPlane also lacks manipulator support for cockpits. which means that you can't use it to make switches, controls etc that the user can interact with the mouse.

      You could model the rest of the cockpit interior as a separate object, though.


      Thanks all,
      Bill

      posted in Extensions & Applications Discussions
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    • RE: Need Help Using SketchUV for UV Mapping

      **Re: "... I would recommend that you first master the native SketchUp Texture positioning tools and materials features."

      By "native tools," do you mean the method described in the YouTube video titled SketchUp: Mapping photo textures to curved surfaces (https://www.youtube.com/watch?v=HHsRRLCAOm8)? If so, I've been using these methods for a few years now, and for most applications they have done a very good job.

      But when I've tried to use that texturing method for my present need--i.e., getting an instrument panel to work in an X-Plane 3D cockpit--that method hasn't worked. Granted, it might be a user error on my part. I'm still trying to figure that out.

      What seems important is that all the tutorials on doing a 3D instrument panel have discussed the need of UV mapping to map the panel.png image found in the cockpit folder to the surface of the 3D object's (cockpit's) instrument panel. I am assuming that the projection method you mention is NOT the same as UV mapping; am I correct about that?

      I haven't seen a tutorial showing how to use SketchUp to accomplish this 3D-cockpit task. On the other hand, both Blender and AC3D have been used. For example, one YouTube tutorial describes the process using Blender: PlaneMaker-19-Blender-05 - Creating a simple 3D cockpit (https://www.youtube.com/watch?v=XEOLdTewxUg)

      So, I've been reacquainting myself with Blender in the hopes I can go that route.

      To be clear, SketchUp always would be my first choice. That's why I've tried using programs like SketchUV. But so far, I haven't been successful. As I mention earlier, it may be my error and not SketchUp's inability. I'll keep at it.

      Further insights from you, Whaat, or others are most welcome.

      Thanks,
      Bill**

      posted in Extensions & Applications Discussions
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    • RE: [Plugin] SketchUV - now free

      **Hello Dale,

      I started a thread titled "Need Help Using SketchUV for UV mapping" at:

      http://sketchucation.com/forums/viewtopic.php?f=80%26amp;t=63227%26amp;p=578909#p578909

      In short, I am trying to UV-map the texture from a .png file to a SketchUp 3D model of an aircraft instrument panel. The details are in the above-mentioned thread.

      I've gone through the steps listed in your tutorials, except that instead of applying a texture from SU's Paint Bucket palette, I have tried to import it using SU's Import Texture feature.

      But after applying it and trying to export it using Marginal's SU2XP plugin, I do not get the desired effect.

      Do you have any suggestions?

      Thank you,
      Bill**

      posted in Plugins
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    • RE: Need Help Using SketchUV for UV Mapping

      **Yes, pbacot, I realize most folks in this forum know about SU but not about X-Plane, while most of the folks in the XP forum know about XP but not about how to use UV mapping in SU. That's my dilemma.

      Re: "... if you want a texture inside SketchUp, you use the "import" command and choose "apply as texture" when you import your image file."

      I've used that method a lot for normal texturing of SU 3D models that I want to export as X-Plane objects, using the SU2XP plugin. I've even gotten good at using the projection method for curved surfaces.

      Based on you most recent post, I went though the SketchUV steps listed in my last post, only at the last step, I imported the panel.png texture from the -PANELS- folder and applied it to the two surfaces highlighted in my last post. I then exported the .skp model as an object, using the SU2XP plugin.

      No joy, however. When the cockpit view is shown in X-Plane, the instrument panel has a tan color but no texture (the panel.png file is wood-grain texture), and no instruments are visible.

      Anyone, can a texture be UV mapped using SketchUV and importing the texture from a .png file instead of using SU's texture palette?

      Bill**

      posted in Extensions & Applications Discussions
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    • RE: Need Help Using SketchUV for UV Mapping

      pbacot:

      Thanks for the post.

      While watching the video tutorial on mapping to a box figure (in the video, a stone), I applied the steps to a cube and developed the following list:

      1. Start with a SU figure. (A stone is used in the video; I used a cube.)
      2. Select all the faces.
      3. Start SketchUV.
      4. Right click to get the dropdown menu.
      5. Click on Box Map.
      6. To change the material and retain the mapping, first save the UVs by selecting the cube and using right click --> dropdown menu --> Save UVs. (For a cube, I got the message, “Saved UVs for 6 faces.”)
      7. Apply a new material (In the video, the Paint Bucket palette is used).
      8. Select the cube again, open SketchUV, right click --> dropdown menu --> Load UVs. (For a cube, I got the message, “Loaded UVs for 6 faces.”)

      The tutorial uses SU's texture files for the 2D texture. What I need to figure out is how to use a .png located in another folder. The cockpit I'm working on is shown below. I've highlighted the instrument-panel area that needs to be textured. (More text follows the image.)

      http://img.photobucket.com/albums/v404/BSquared18/Sopwith Triplane Project/Cockpit for Photobucket_zpsz5vtqjgf.png

      The .png file that has the 2D texture is located in a specially-named folder which X-Plane recognizes as being linked to the interior view of the cockpit. Once that .png image is UV-mapped to the instrument panel in the 3D model and the model is exported to X-Plane, the functioning instruments located in the Plane-Maker model of the aircraft will show up when the 3D interior cockpit view of the model is viewed in X-Plane.

      I'll keep playing around with SketchUV to see if I can get this to work. Any further advice is welcomed!

      Bill

      posted in Extensions & Applications Discussions
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    • RE: Need Help Using SketchUV for UV Mapping

      Following up on my previous post:

      I found Fredo6's detailed description of ThruPaint at SketchUcation. At the beginning of the section on UV texturing, he says, "Several Texturing options (but this is NOT UV mapping)."

      In the X-Plane forum (as I mention in my opening post), I am told, "Map the panel.png image found in the cockpit folder to the surface of the 3D object's (cockpit's) instrument panel."

      Since the term map is explicitly used, am I to assume that ThruPaint will not work for me, since Fredo6 says it is not UV mapping?

      Thanks,
      Bill

      posted in Extensions & Applications Discussions
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    • RE: Need Help Using SketchUV for UV Mapping

      **kaas:

      Re: "there are some nice video tutorials by the maker of the SketchUV plugin."
      Yes, I've looked at a couple, but I see the link you provided has many more. I'll check them out.

      Re: "Blender uv mapping has lots more options though, so learning Blender ... could be a smart move at some point."

      I have used Blender a bit for other projects, so it's an idea. And there are 3D-cockpit-specific video tutorials for mapping in Blender. However, I like how easy SketchUp is to use, and its projection method of texturing serves my purpose for the non-cockpit 3D models (fuselage, wings, etc.) I build for X-Plane. The UV-mapping requirement is specific to the X-Plane 3D-cockpit; I may not need it for anything else.

      cotty:

      Re: "You an share a screenshot or the model to show us the problem."

      Good idea. I'll do that if some of the other solutions don't solve my problem. In these forums, can I attach a SketchUp .skp file for people to open?

      Re: "You can have a look at Fredos Thrupaint for texture mapping too."
      You've read my mind. I was thinking that this morning, having come across a reference to it yesterday. And as I'm sure you know, Fredos has some really cool plugins.

      Thanks to both of you. I'll get back to this thread after trying a few things.

      Bill**

      posted in Extensions & Applications Discussions
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    • Need Help Using SketchUV for UV Mapping

      **Hello,

      I am new to UV mapping. I am using SketchUp to build a 3D cockpit for a virtual aircraft in the the X-Plane flight-simulator environment. UV mapping is required for getting the active instruments to show up in the 3D cockpit (as opposed to the 2D cockpit, which does not require UV mapping).

      I am using the SketchUV plugin and SketchUp 2015.

      Someone at the X-Plane forum has been trying to help me, but he doesn't use SketchUp (Blender instead), so I'm hoping someone in this forum can shed some light on what I should do.

      What he says is, "Map the panel.png image found in the cockpit folder to the surface of the 3D object's (cockpit's) instrument panel."

      Using SketchUV, I went through the steps described in the user manual for planar mapping.

      After getting the planar view set up, I tried to use import UVs to import the panel.png image to the selected instrument panel surface, which is flat, but it would not allow the process to take place. Instead, I received the message, "Unable to import UVs from object."

      As I say, I'm very new to UV mapping, and I'm sure I'm making a newbie mistake. Any help would be appreciated.

      Thanks,
      Bill**

      posted in Extensions & Applications Discussions extensions
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    • RE: How to Push/Pull Plus Tapering?

      Great! I'll store all these options in my notebook for future reference.

      Bill

      posted in Plugins
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    • RE: How to Push/Pull Plus Tapering?

      I see what you're getting at. I'll try that. Also, I found the Taper Maker plug-in.

      Thanks,
      Bill

      posted in Plugins
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    • How to Push/Pull Plus Tapering?

      Hi,

      I have a shape/face I want to extrude into a long rod. I can use the standard push/pull tool; but, of course, that creates a rod of the same diameter as the shape along the whole length of the extrusion.

      Is/are there plugin(s) (preferably free) that allow you to do what push/pull does but also taper the rod/extrusion from the original size of the shape to a predetermined diameter that has the same shape but different size. In other words, the extrusion is tapered, either to a larger or smaller size.

      Thanks,
      Bill

      posted in Plugins
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    • No Dashed-Line Box When Using Arrow to Select a Model, Etc.

      EDIT: After googling, found that going to Windows --> Preferences --> OpenGL and unchecking Use Hardware Acceleration solved the problem.


      Hello,

      I have SU on two computers. On one, when I use the arrow and left mouse button, I get a dashed line as I create a box to select a model or portion of a model.

      But on the other computer, the dashed line does not appear, although the model is still selected.

      I couldn't find a difference in the settings between the two SU installs.

      How do I change the settings to make the dashed line show up?

      Thanks,
      Bill

      posted in LayOut Discussions layout
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    • RE: How to Keep Component Axes Visible?

      Will be looking forward to any more info about Scenes for future reference.

      However, I solved my problem for the present case. I finally realized that the way to keep an axes visible while using other tools was to click on Edit Component. Then, I used the Pencil tool to draw lines along each axes. I used the Text tool to label them R, B, and G. Finally, I made a copy of the lines, created a component, moved the component to fit on the other wing, and tried various orientations, such as flipping the component to get a mirror image of the lines. Turned out that an exact copy of the lines without flipping did the trick. And because of the lines, the orientation of the axes was exact.

      Life is good!

      Bill

      posted in SketchUp Discussions
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    • RE: How to Keep Component Axes Visible?

      Thanks for the quick reply. I'll try to keep my followup shorter than my initial post!

      I had tried using Scenes before to save the axes but apparently don't quite understand how to do it because I wasn't able to make it work.

      First, when you say "maintaining the style," does that mean check marking the item titled "Style and Fog" in the Scene Manager?" Or something else?

      Second, should "Include an Animation" be checked or not?

      Third, how exactly do you "select the new scene" to get its axes? I was able to save the scene but am not sure what those final steps are for accessing the axes again and using it to replace the current axes.

      By the way, following up on my initial post, is there a way to click on any keyboard key or combination to make a component axes stay visible while doing other things?

      Thanks,
      Bill

      posted in SketchUp Discussions
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    • How to Keep Component Axes Visible?

      Hi,

      I use SketchUp to build 3D models for X-Plane, and I use Jonathan's (aka Marginal) plug-in to animate model components.

      The orientation of a component's axes affects how a rotation animation works. I was able to get the correct axis orientation for a component on one wing and need to duplicate it on the sister component on the other wing.

      Is there a way to copy a component axis from one component to another?

      If not, the workaround I was thinking of involves using the Pencil tool to draw lines along all three axes and move that set of lines to the sister component as a reference for reorienting the axes on that component.

      At one point, I made the axis visible using "Change Axis," and while fiddling with various keyboard keys, I got it to remain visible when I selected the Pencil tool. But I don't know exactly what I did to make it happen and cannot replicate the process. Anyone know how to do that?

      I tried the different approach of going Window --> Model Information, and checkmarking "Show Component Axes." The problem is that the model is very large and as I zoom in on the axes, they shrink down to virtually nothing. Is there a way to keep that from happening?

      Sorry about the long-winded explanation. Does anyone who took the time to read all this have any suggestions?

      Thanks,
      Bill

      posted in SketchUp Discussions sketchup
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    • RE: How to Get an Animated SU Model to X-Plane?

      A lot of time has passed since I started this thread. As an update, I want to mention that the latest version of Jonathan's (aka "Marginal") SU2XP plugin for SketchUp now does an excellent job of animating SketchUp models to make rotations, movements (translations), smoke, lights, etc. It is doing everything I want it to do so far.

      Bill

      posted in Newbie Forum
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    • Problem Importing .obj File into SU Make 2014

      While working on a flight-simulation aircraft project in X-Plane, I wanted to import into SketchUp Make 2014 an X-Plane object created by using the Special --> Generate OBJ from aircraft feature in Plane Maker 10. The SketchUp plugin SU2XP (for interfacing with X-Plane) has been installed.

      After creating the object, I opened SketchUp and went to File --> Import --> X-Plane Object. Instead of importing the object, SketchUp had the message that it couldn't do it because of an internal error.

      During a Google search, I saw a number of programs for converting a .skp file to an .obj file, but none doing the opposite. The SU2XP plugin works great for making the .skp to .obj conversion, but I'm trying to go the other way.

      A while back I was able to successfully import an aircraft object, but not now.

      Any suggestions?

      Thanks,

      Bill

      posted in SketchUp Discussions sketchup
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    • RE: Need Help with .skm Files

      Thanks, Dave. That's helpful.

      I like the idea of just importing an image as texture and working with that. I've done that before using the projection technique for texturing curved surfaces. It works with flat surfaces too.

      Bill

      posted in Newbie Forum
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    • Need Help with .skm Files

      Hi,

      I would like to create more wood-texture files than ship with SketchUp. I see that the ones with SU are .skm files. My understanding is that making a .skm file requires some special handling.

      I've also looked at lists of links to tileable textures, found elsewhere in this forum.

      My question is: Are there any galleries that contain texture .skm files that can simply be placed in the same folder as the .skm files that came with SU? If so, could someone provide link(s)?

      If not, is there a tutorial somewhere that goes through the process of making a .skm file?

      Any other information about how .skm files work, whether they are necessary for what I want, etc. would be appreciated.

      Thanks,
      Bill

      posted in Newbie Forum sketchup
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    • RE: Need Help Patchng a Complex Hole

      Thanks, JGB, for reminding me of Curviloft. I've used it for other things but not this. It worked great. Your second solution was beyond my current skill level.

      Bill

      posted in Newbie Forum
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