HI
After using this plugin for some time, this morning its stopped working.
I tried to delete the signature file, but still the same problem.
And i do not want to change my device name,,, I have other stuff that is depending on this.
So what to do now ?
Latest posts made by clausgs
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RE: SCFLicense: Extension Licensing on Sketchucation
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RE: What if unwrapping sketchup models was kinda easy....
Will buy it,,,, SU have needed this type of feature for a long time,,,, also I think more and more people are using SU for rendering,,, as it becomes more easy and speedy. -
RE: [Plugin] Script selects the line or face.(UPDATED 15/02/16)
@sahi said:
http://www.youtube.com/watch?v=zc1lPQlO4h4
The script selects the line or face.
The first icon >> click on it - and only the lines stand out >> again click on it >> disables script
The second icon >> click on it - and distinguished only by persons >> again click on it deactivates the script >>
[attachment=0:7ckaz2yc]<!-- ia0 -->selection_edge.zip<!-- ia0 -->[/attachment:7ckaz2yc]Hi Sahi
Have used this plugin for a long time, but now it do not work in SU 2015 ?
Can you fix that?Thanks for your great support...
Claus
ClausGSPosts: 17
Joined: 20 Jun 2009 10:12 -
RE: [Plugin] SketchUV - now free
@smicha said:
Claus,
Measure the sides of the triangles - if they are less than 1mm this is the reason why holes appear.
A solution can be: before triangulation scale your model, eg. 10 times, then triangulate, then scale your model down 10 times.
HI
Thanks for the idea, i tried it and it works, great tip for me.Whaat
could this not be incorporated into the plugin also, first investigate all lines for the length, if any is too small, then scale the model as needed and then do the triangulation and then re-scale the model.Claus
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RE: [Plugin] UV Toolkit
@tig said:
Is there a very tiny facet that returns invalid coordinates, that are regarded as the same because of the 'rounding' of its very close vertex-points ?
I just had a perhaps somewhat similar issue with my Octane Exporter [on their forum]... Someone has made a very small object that would have had overly tiny facets when created, if they hadn't scaled it up to process and then back down when done - the small facets can exists, it's just making them that's the issue. So far so good... now they exported it to OBJ format for use in Octane and there were tiny holes in the object when it rendered. Octane requires the OBJ to be in 'm' and have triangulated faces. In processing the meshes my tool uses the API methods to triangulate the mesh's faces. I now think that what was happening was that the triangulation of some tiny quad faces resulted in two triangulated facets that are so small that they have two vertices that 'round' to be at the 'same point' [the OBJ format is set to 'm' 6 d.p.] - therefore that new facet can't exist as its only a 'line' at best, and the two parts can then be missed, out leaving a small quad shaped hole when the object is reformed from the OBJ data...
This could of course also mess with the tiny face's texture mapping ?HI Tig and Thomthom
I have a similar issue when i try to use the quardface tool to triangulate the surfaces on a rounded corner. some surfaces are not triangulated and instead it have removed the surface, what makes a hole in the surface.
Attached is a pic of before and after triangulation.
Am i doing something wrong here? is it the model issue, or something with the plugin.??I learned from another post that i can come around this issue by scaling the model 10 times bigger and then do the triangulation, and then scale it down again to the original size. That work's, but that should be possible to incorporate in to the plugin or?
Claus S
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RE: [Plugin] SketchUV - now free
@whaat said:
I agree that proper scaling should be done by default in SketchUV. Hopefully, in the future I can implement this. You might want to try ThruPaint by Fredo. I think it might do what you want.
Hi
Yes tried the truepaint and it do a very good job in many situations. and most important it keep the aspect. and that is what sketchuv is missing 100%... It is not really workable in the way it handle aspect today.Another issue I have found is that the triangulation in my models are not working 100%, some times it create holes in the surface. Pleas have a look at the attached pic.
What am i doing wrong? or is it the model? or is it the plugin?Claus
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RE: [Plugin] SketchUV - now free
@smicha said:
Claus,
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Rotate the texture by 90deg. - simply select faces with the texture, run sketchuv, type 90
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Some calculations: 3300/1250 = 2.64; 10000/3670 = 2.72.
Again, select faces with the texture, run sketchuv, type /2.64v, then /2.72u (u and v are changed/shifted due to the prior rotation in step 1.)
PS. Your problem is strictly connected with my question about normalizing size of textures. It would be great to select one texture and normalize its size on different objects. I hope to see the update of the plugin soon.
Kind regards,
smicha
HI Smicha
It works, but it is a very time consuming process, and to keep track of the U V direction is not easy.
Thanks for your instructions.Dale
There for sure is space for improvement or should I say functionality of this plugin.
You see to keep the aspect of a texture is very important when you use wood textures, but even fabric and other textures that are more of an even pattern need to keep the aspect.Dale, what can be done on this issue???
I bought the plugin and it do what it say, but I can really not use it for many of my projects.
Claus S
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RE: [Plugin] SketchUV - now free
@smicha said:
Claus,
The solution for your problem is simple. Please attach the bent shape in skp file and I will write exactly what to do.
smicha
Hi
Thanks for offering a solution...
The attached skp is just a simple sample,,, my components are many and very different in shape. So what I am looking for is a general solution / workflow to keep the aspect-ratio of the texture....Claus S
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RE: [Plugin] SketchUV - now free
HI
On the attached pic you can see o the left a 10000x3300 mm plane where i have applied a texture (10000x3300 pix png file).
Now i make a simple curved surface and apply a planar map with sketchuv, you can see that the sketchuv texture are re sized to fit the whole curved surface. I save the uv's and apply the wood texture and load Uv's, what happen is that the 10000x3300 pix texture get re-sized to fit the whole curved surface.
now i will need to re-scale the wood texture with sketchuv manualy what never will be perfect.
If i change the dimensions in the texture / material editor it will re-scale all textures in the whole model.
Any solution to that issue???Claus S
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RE: [Plugin] SketchUV - now free
HI
Have now bought the plugin and tried it.
What happen is that I use planar mapping and it wrap the sketchUV texture around the component. I save uv's and then apply the texture that i want to use on this surfaces, then i load the uv's. what happen is that it re-scale my texture in a non-uniform way. My texture is a 10000x3300 pix png file and it looks terrible.
How to keep a uniformed scale of you end texture while using sketchUV???
Something i miss here or???
Or it can only be used with squared sizes-ed texture files??Claus S