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    • bunnyackB

      Need help creating cooling vents on curved surface

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      KrisidiousK
      here ya go... Flare.skp the skp [image: Rq92_Capture04.JPG] draw the general shape [image: FnJc_Capture05.JPG] make a follow me path [image: DeET_Capture06.JPG] follow me [image: C9zQ_Capture07.JPG] intersect and slice it into what you want... 1/4 [image: kTGT_Capture08.JPG] [image: uVMM_Capture09.JPG] use the scale tool to smash it on top... I did .70 scale top to bottom [image: K2Ie_Capture10.JPG] make a plate to attach to shell with offset. [image: whcv_Capture11.JPG] shape bend the flare to fit the shell of craft.
    • bunnyackB

      Connecting two curved faces

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      bunnyackB
      @unknownuser said: @bunnyack said: b) it won't keep the original surface, so I can't archieve my goal of giving the fuselage some thickness. push the <tab> key during jpp (and a few other of fredo's tools) in order to get an options menu.. there you can pick 'thickening' for a solid offset.. Thanks Jeff, saved my day Not only did it keep both faces, it also stopped sketchup from crashing at 79%. Problem solved.
    • bunnyackB

      Follow-Me tool problem

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      pilouP
      yes but you have an half chance to take end-end segments / against middle-middle of segments and even end-middle!
    • bunnyackB

      Intersect command not splitting face

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      jgbJ
      SU's Intersect is problematic. It almost works. It does however skip lines, will not intersect a very short face, causes surface flatness issues and tosses in unwanted hidden lines. There seems nothing you can do to prevent any of that. Keep in mind, Intersect does NOT split the object, as you want to do. It only draws a common dividing line where the 2 objects intersect. That being said, there are a few things you can do to correct or ease the correction. First, It is best to draw your helicopter in a half-hull, as a component, then copy and flip its side. Move the copy on axis to join the 2 halves. Make the "dividing" line hidden or at least soft so it won't show later. That will eliminate the intersection operation. Any gaps along the dividing line are easy to spot and fix. But, say you need to split something along a plane or a shape. (no pun intended) First make that dividing plane/surface a group, so it does not interfere with the objects geometry. Move it into position. Edit the object and INTERSECT WITH MODEL. It is faster and better to pre-select only the faces that will actually be intersected by the plane. This prevents other intersecting objects to be intersected as well, adding to the cleanup job. Now you can delete the intersecting face group, but best to wait until finishing fixing stuff. There are a few things you can do to split the object, either delete the 1/2 you don't want and/or group/comp the part you do want. You can also group/comp the other 1/2. Now comes the tedious part. Edit the cleaved portion. Hide the rest of model. Closely examine along the perimeter of the split, looking for line fragments extending or face gaps along the line. For extended lines, where it has no faces on either side, unhide the model and draw a line from the next vertex to where the line should end, then to the opposite vertex, using the plane group as a reference. 2 faces should form. Delete the line fragment. Almost always, Intersect will miss only a single segment between 2 points on the split perimeter. Just join them endpoint to endpoint and the missing face should form. If not, do a very small select lasso on each point to ensure there is not a tiny invisible line fragment, preventing the face. Delete those fragments, and redraw the line. This may also cause other adjacent faces to disappear, and you need to fix them too. Like I said, tedious work. In many cases, that line may be very tiny, so it may be better to move one vertex (endpoint move) onto the other, eliminating the need for the line, but delete any fragments first. Surface "unflattening" and extra hidden lines are related. When Intersect does its job, it sometimes cannot put an intersect line in place where an object line is very close to it. Upon cleanup, SU interprets the original objects line as an intersect line, and that causes a surface to unflatten, with hidden lines added to take care of the folding. We are talking less than .001 inch here. If you need to zoom in very close and get near field clipping, then zoom out and turn off Perspective view. Now you can zoom in as close as you want. The best way to fix this is to move the endpoints of the line onto the surface of the plane, forcing the face to reform and the hidden lines to hopefully go away. You need to use the MOVE+ALT to move the endpoints, and an axis (red, green or blue) direction. If the plane is not axis oriented, you may have to move the endpoint 3 times (each axis) to get it properly placed on FACE of the plane face. There are also Pluggins that may help move endpoints onto a flat intersecting face.
    • bunnyackB

      Creating ribs...?

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      jgbJ
      @box said: @jgb said: You gave up 3 episodes of ST Voyager to do this No no not at all, one eye on model one eye on seven of nine. @jgb said: Seriously, what pluggin is that? Tig's extrusion tools can be found here. http://sketchucation.com/forums/viewtopic.php?t=25362 Two things wrong with your excuse...... You can't do 3D with only one eye. Only one eye on her???? What is wrong with you
    • bunnyackB

      Artisan - Subdivide and Smooth causing problems

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      HieruH
      No problem As Rich says you need to avoid n-gons and stick to quads and tris.
    • bunnyackB

      Present your best work!

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      CarlohC
      @unknownuser said: @carloh said: very nice keyboard model...the top edges of the keys though could use just a little bit of bevelling for the bit of extra realism in my opinion apple? bevels? nonsense.. they don't mind producing completely hard edged aluminum things either.. oh it's apple? then the edges should look more like this [image: rokbox.jpg] (sorry Rich for stealing this from your thread)
    • bunnyackB

      Curviloft problem... need help.

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      bunnyackB
      @pbacot said: I found with curvizard, Cleanup contours for all curves, then simplify contours for some of the curves with larger segment count leaves you with only a couple places to fix by hand. But I think the contours show too much concentration of edges in some places and overall I would think you'll get better results with fewer and more evenly spaced segments. Rich is right and knows best how to do this sort of thing. You could also work on this with half the canopy. I also worked at 10 time the size for good measure. How do you arrive at the correct section and draw those curves? Thank you so much pal, I finally solved the problem, thanks to curvizard, which I had never heard of before you told me. All I did was simplify all the cuves, it helped a ton: there is not a single imperfection to be found in the resulting model. The model on the right is the new one. [image: S3Yc_canopy.PNG] Thank you, pbacot!
    • bunnyackB

      Curviloft producing holes in face, can somebody help?

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      bunnyackB
      @dave r said: At that size, no, it probably isn't tiny faces. That's probably the most common reason for missing faces, though. What happens if you try tracing over the edges of the holes, can you fill them in with faces? Why not model half the fuselage and then copy and flip the copy to make the opposite half? It would save you a lot of work. No, I guesss its not tiny faces. Yes, I can trace over the missing faces. But If I skin the whole model, I end up with about 200 holes, I have to close... I tried modeling half the fuselage, but Curviloft produces a rounded edge on the inside of the fuselage, where I would joint the two halfs together. If I do that, I end up with a thick dark line in the middle, as soon as I put the two halfs together.
    • bunnyackB

      Speaker grille-Pattern

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      bunnyackB
      @pbacot said: That IS nice that way. Would like to see renders. Great looking speakers--good shape for fitting in corners. Stack them to the ceiling! Here's one [image: GkuO_untitled.10.jpg]
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