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    • RE: In Development: Subdivide and Smooth

      A preview using the latest SubD Beta. This is my first 'playing around' model. Couple of interesting workflow techniques. You can set up SubD so you only work on half of a model, and the proxy components are updated as fast as possible. You can update them with a fast and low SubD setting, then when you're finished, you can update the proxies with a higher SubD setting, as this picture shows.

      Also, you can 'crease' edges and vertices, so you have more control over how tight the SubD patching is fitted. A very, very cool plugin which, after taking a bit of time to learn, will be most valuable in everyone's toolset!

      The rendering is Podium overlayed with a line render from SU.

      http://www.gadgetplugins.com/chippstuff/planesketch3.jpg

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    • RE: In Development: Subdivide and Smooth

      Yes. Still interested 😄

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    • RE: In Development: Subdivide and Smooth

      I can help. I already sent you a private message yesterday about this. I'm currently doing a project which could benefit. Plus, I've experience in scripted solutions.
      http://www.vuetoolbar.com/VueToolbarCover/default.htm

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    • RE: How to remove 'inside' polygons?

      Coen,

      You da man! thanks a bunch. That's just what I needed...Group erase.

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    • How to remove 'inside' polygons?

      When I create a shape...like a rocket, I use the push/pull tool with CTRL key to keep adding sections. How can I remove the 'inside' disc polygons? TIA. Chipp

      http://www.gadgetplugins.com/chippstuff/polyissue.jpg

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    • Shortcut for Reverse Faces?

      Hi All,

      Another newbie type question. I can't seem to find a shortcut item listed for 'Reverse Faces.' Is there a way to assign that command to a shortcut key (or a button of some sort?)

      Thanks!

      Chipp

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    • RE: Help with getting my gun smoother

      When you click on the arc tool, look in the VCB (lower right) and it will tell you how many segments the arc will have. You can change the number, press enter, and the next arc will draw with the new number of segments.

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    • RE: Help with getting my gun smoother

      @pagan said:

      How to make a smoother curve...

      video demonstration: http://www.speedyshare.com/655417782.html

      I must be missing something here. Why wouldn't you just change the number of segments in the arc before drawing it?

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    • Turning off auto-snap?

      I'm trying to use an imported 3D model to create a higher rez version of the model. Tracing over it is problematic with my cursor trying to snap to any and all geometry. Any way to be able to do this with snap off? Or, is there a way one could just turn snap off for a layer?

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    • RE: Why won't this single triangle fill and make a polygon?

      Thanks a bunch! Didn't know about the Create face tool. Much appreciated!
      🎉 🎉 🎉

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    • Why won't this single triangle fill and make a polygon?

      http://www.gadgetplugins.com/chippstuff/trianglebug.skp

      Weird....

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    • RE: Smoothing issue?

      @unknownuser said:

      If you want your splitting plane to be parallel the any standard plane (red-green or red blue or green-blue), you may rotate the circle (before extrusion) or cylinder (after extrusion).

      Use 7.5° if the circle has 24 segments.

      The formula is 180 ÷ number of segments.

      Exactly...and that is what my skippy (and formula) are about. The whole idea is using the formula:

      number of sides of circle = any odd number * 2

      is so that one doesn't need to rotate the circle after creating it. See the skippy example and you'll see.

      best regards,
      Chipp

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    • RE: How to Set the axis of rotation for a component?

      @greyhead said:

      I fiddled around with these for a while, then someone here Gaieus? pointed out that there's a standard sphere component in the Shapes folder.

      Bob

      Doh! (slaps forehead)

      Thanks 😄

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    • RE: How to Set the axis of rotation for a component?

      Thanks so much for all the help. Justin's tutorial did the trick. Alan, thanks for the skippy. Gaieus, you're always so helpful.

      A sorta related question (not really).
      How does one EASILY create a sphere. I know, draw a circle, then rotate a copy of it, and follow me, but the hard part for me is figuring out how to rotate the darn thing! I can always create a box somewhere where I have a flat plane, but there must be a simpler way to get the rotate tool to 'go vertical'....perhaps I'm missing something?

      tia,
      Chipp

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    • How to Set the axis of rotation for a component?

      Are there any good threads or tutes on this. I'm trying to make a robot arm, which can be articulated.

      I know about creating hierarchies in the Outliner, I just don't know how to set the axis of rotation for a component. Thanks in advance 😄

      -Chipp

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    • RE: Smoothing issue?

      You should try repeating my example (using the cube as reference) and the default number of sides for your circle, and I think you'll see where I'm coming from. It's much easier to 'snap' to the end of the side of the cube using my equation.

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    • RE: Smoothing issue?

      Exactly. You have to divide at a midpoint. My example shows the same. Thanks 😄

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    • RE: Smoothing issue?

      That skp doesn't use the component mirror example, which is the question at the top of this thread.

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    • RE: Smoothing issue?

      I don't understand what your saying. Of course any circle can be used this way, but only circles with the number of faces = odd number *2 can create the smooth seam on the front of the cylindrical surface WHILE the object is still a component. If you explode the mirrored components, then of course the seam can be smoothed.

      The formula works only when you create a circle by clicking first on the center then next on a point which is 90 degrees from where the intended seam is to be. The trick, as explained above (and in my skp file), is to make a circle so that the front seam polyline HAS to be divided in half.

      I hope I'm making myself clear...perhaps I'm not? Sorry...

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    • RE: Smoothing issue?

      So, for those still here, and interested. To create a cylindrical surface, and work on only 1/2 (or 1/4) of it as a component, and have it STILL smooth correctly, use this formula:

      The number of sides for the circle = (any odd number * 2) + 2
      EDITED: The number of sides for the circle = (any odd number * 2)

      HTH, Chipp

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