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    • RE: [Plugin] Sculpt Tools v 1.0...

      @kxi system said:

      Hey guys sorry to crash your party buuuuut.....

      Its going wack in V8. Can anyone look into this?

      I haven't gotten around to testing it in su8 yet, sorry. One thing that might cause a problem is that I used the constant E without declaring which class it was part of. It worked in v.7, but in 8 it would have to be replaced with Math::E. If there are any other problems, feel free to let me know.

      As for a v.2 of sculpt tools, it still might come around, but I haven't been using sketchup that much recently. Unity 3 has been taking up a lot of my attention 😉

      posted in Plugins
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    • RE: Unity 3.0 announced

      I'm looking forward to beast 😄 As far as I know, it's going to be included in the free version, except for a couple little features.

      posted in Extensions & Applications Discussions
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    • RE: [Plugin] Sculpt Tools v 1.0...

      @unknownuser said:

      Can anyone get planar lock to work on su 7.1? I've tried every different way I can think of and nothing ever gets locked. Tried use, use + show, dont use, turned on every different option, drawn the three point horiz to the mesh, vertical to the mesh, put the three point plane in a the mesh component, exploded it, selected the mesh then drew the three points, draw the plane in the center of the mesh, on the edge, etc etc... Every time the tools move the vertices as if I never used planar lock. Any body got any ideas?

      Planar lock is far from perfect, but the way it should work is that any vertices (points) that happen to sit on the same plane as the rectangle it draws are locked to that plane, and can move around on it but can't leave the plane.

      On another note, I hope to start on a v.2 of sculpt tools some time in the next few months. v.1 was made just after I learned to code, and can be simplified an improved quite a bit; plus I never got around to adding the flatten or inflate features in the finished product.

      posted in Plugins
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    • RE: Unity 3.0 announced

      Nice!
      I've been messing around with Unity a fair bit lately, mostly with node following and AI, but I've still got a ways to go.
      Does it say when 3.0 is expected to come out, or are they at that point yet?

      posted in Extensions & Applications Discussions
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    • [Plugin] (•BTM) …unfinished Animation script

      http://forums.sketchucation.com/viewtopic.php?f=180&t=25064&start=30 … This thread gave me the idea to make my own animation script 🎉
      it's not done yet, but it works (mostly). There's just a few issues:

      **1. the frame rate doesn't seem to work right; it just plays as fast as possible, sometimes faster, sometimes slower, than the frame rate ( It doesn't matter when the animation is exported as frames though).

      1. I used linear interpolation for animation, I should pick a better way; it's not that smooth, and doesn't work with scaling. Wouldn't try camera animating 'till I get it sorted out.

      2. Because of #2, there are a lot of issues with animating groups/ geometry that are contained in other groups.

      3. There's no undo yet, so I would recommend saving something as a new model if it was to be animated**.

      for all these reasons, I figured I should post it here for feedback.
      (name is not final, I just needed to call it something)
      The controls aren't too hard; use 'set key' on a given frame to set the transformation of selected groups and geometry (with geometry, it sets vertex positions. It WILL create extra lines if the object's not triangulated). use the settings tool to change the animation settings and save them with the model, export tool to export, and use the play tool to play.

      an example:
      (Slow, because of a lot of vertex animating):moving water, and a moving group, because i felt like it…

      side note: I think it would be possible to change the script to save multiple animations, but I wouldn't try it without a more complex UI %(#808080)[(currently, an inputbox 😆 )]

      posted in Plugins
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    • RE: Avatar - A new Era of Cinema begins

      @kwistenbiebel said:

      Ummmmpf.....One of the directors in our firm saw the movie with his daughter and just asked me if we can do stereoscopic views of architectural projects for presentations. The idea is actually quite thrilling
      Could we do that with some Sketchup plugin?.....

      You could get a plugin that exports 2 images of the camera that would be offset as a person's eyes would, but as for color changes and mixing the images together, I doubt it would be possible.

      posted in Corner Bar
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    • RE: [Plugin] Tree generator v0.2

      This reminds me of a code I wrote at the start of the month 😮
      It was originally just an idea( I have a lot of mostly-useless codes i've written), and didn't end up with very realistic results. I mostly based it on how to add thickness to branches, though they are all separate segments and not really attached, and not so much on the branch-generation (which was buggy).
      (Amount of 2nd and 3rd stages of branches can be set, as well as radius, amount of circle-segments of branches (detail), and length of branches.)
      Tree generator v0.2 vs. my tree gen thing.

      posted in Plugins
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    • RE: Looking ahead to SU 8.

      @unknownuser said:

      remove ruby support from the free version altogether

      Personally, I don't think that would be a good idea.

      posted in SketchUp Discussions
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    • RE: Looking ahead to SU 8.

      @plot-paris said:

      …you've got the same system of modifiers with 3Ds Max at the moment. but seeing it in SketchUp would actually make my eyes water with joy!

      Agreed, having modifiers in Sketchup, like in blender and other programs, could be very useful. 👍
      Although, it might be possible to make modifiers with ruby.

      posted in SketchUp Discussions
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    • RE: Creating a hollow cylinder

      Picture 4.png
      Picture 5.png
      Picture 6.png
      Picture 7.png
      Picture 8.png

      posted in Newbie Forum
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    • RE: SketchUp 7.1?

      The Collada exporter works well; with the KMZ > ZIP > folder method, I noticed textures wouldn't always work properly. Now they do, and it seems to separate into objects by material, like kerkythea seems to do with it's exporter.

      One issue I noticed with the new exporter, at least when I import into Blender, is that the size of the model is gigantic, and has to be scaled considerably ( a minor nuisance). 😒

      posted in SketchUp Discussions
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    • RE: Triangles to quads

      I know how to do it in blender. 😉 ( learned last week)

      •Import mesh, delete the edge object. (if you export in kmz (collada) from sketchup, it will have a geometry object + an edge object).

      •Select the mesh/ model object, and enter edit mode.

      •Select all geometry, and click spacebar > Edit > Faces > Convert to quads.

      posted in SketchUp Discussions
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    • RE: Waterfall for pool

      Really nice! 😄 How'd you make the rocks? 😄

      posted in SketchUp Components
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    • RE: About designing a shoe.

      @mirami said:

      Right you are.
      I got many error messages :Error: #<NameError: uninitialized constant GrabSculpt::E>
      C:/Program Files/Google/Google SketchUp and also C:/Program Files/Google/Google SketchUp 6/Plugins/btm_Sculpt_Tools/btm_Sculpt6_Grab.rb:242:in onLButtonUp' C:/Program Files/Google/Google SketchUp 6/Plugins/btm_Sculpt_Tools/btm_Sculpt6_Grab.rb:236:in each'
      C:/Program Files/Google/Google SketchUp 6/Plugins/btm_Sculpt_Tools/btm_Sculpt6_Grab.rb:236:in `onLButtonUp'
      C:/Program Files/Google/Google SketchUp 6/Plugins/btm_Sculpt_Tools/btm_Sculpt6_Grab.rb:195
      And many others ...
      What do I have to do ??!
      Thanks a lot

      That message seems to say that the constant E doesn't exist 😕 . Open your ruby console, and type E into the input line, and click return/ enter. It should return 2.71828182845905 in the ruby console. If not, then I have no idea why. In ruby, the constant E should be Euler's Number. This constant is used in my code for the S-Curve brush-type.

      posted in Newbie Forum
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    • RE: About designing a shoe.

      @mirami said:

      Hi !
      Thanks a lot for explanations.
      However, I made lots of trials but nothing happens! The only thing I get on the screen is the blue circle but no tools no work at all. There must be something I did not quite understnad, but what ?!!!!!!

      can you open the ruby console before using the tools, to see if there are any error messages when you try using them?

      posted in Newbie Forum
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    • RE: About designing a shoe.

      @mirami said:

      Hi Pilou!
      Thanks a lot really. I have installed smooth and divide. In the tools , I can alos find Catmull-clark subdivision.
      However nothing happened what ever I do. I designed a T shape, , select it and click on catmull but nothing moves ! Is there any place to give parameters or something ?!!
      ABout Sculptool, yes I could imagine it was necessary to use sand box. After I have done that, I select a tool, click on the hand but nothing happens either where I go with the circle. I have changed parameters but no changes! The only thing I can get is when clicking on the angle and pulling, I get then a pick that follows the circle but can never get the shape of the tool I select..
      Pls Help!!!!!!!
      Kind regards

      catmull is a kind of subdivision for a solid shape, so it won't work on a 't' shape.

      As for sculpt tools, the hand is the grab tool, the other tools are bulge/carve, push/pinch, smooth, and smudge. The hand is a tool by itself, with which you grab and drag geometry. The dialog tool contains settings, which are shared by all the tools.

      posted in Newbie Forum
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    • RE: What the Internet knows about you

      @solo said:

      I'm using IE8 and it could only find Google.com, that's all, who knows maybe IE8 is secure.

      Same with Safari.

      posted in Corner Bar
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    • RE: Tresure

      @unknownuser said:

      redistribution of this model is prohibited.

      @dedmin said:

      lets combine and convert them to SketchUP components:

      Nice link, but i don't know if it'd be a good idea to do that. 🎉

      posted in SketchUp Components
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    • RE: What the hell...?

      Ah, this is the thread about the issue yesterday. 😄
      I myself got an error trying to access sketchucation.com .
      I still had no problem getting on the forums though. ( forums.sketchucation.com )

      posted in Corner Bar
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    • RE: Some furniture

      Wow! 😮
      How do you make the textures? 😄

      posted in Gallery
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