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    • RE: [Plugin] importDXFtext

      I tried all possible variants for the import of text isolated from a plan (isolated, adjusted, older file formats, number of texts reduced to 3) and got in SUpPro2016 and SUpMake2017
      a similar result: 2 nested groups with one guide point each.
      Ruby Konsole:
      DXF = '....\WenigTexteASCII.dxf'
      UNITS = 'meters'
      2 STYLES:
      1 LAYERS:
      37 TEXT ENTITIES:
      0 MTEXT ENTITIES:
      0 ATTRIBUTE TEXT ENTITIES:

      Making 37 TEXT Entities...
      undefined local variable or method bold' for TIG::ImportDXFtext:Module Error: #<NameError: undefined local variable or method cp' for TIG::ImportDXFtext:Module>
      C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:621:in block in make_text' C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:511:in each'
      C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:511:in each_with_index' C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:511:in make_text'
      C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:1770:in import' C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:1795:in new'
      C:/Users/andreas/AppData/Roaming/SketchUp/SketchUp 2016/SketchUp/Plugins/importDXFtext/importDXFtext_code.rb:1801:in block in <module:ImportDXFtext>' SketchUp:1:in call'


      37 texts

      posted in Plugins
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      faust07
    • RE: Some of my artworks!

      Only those who are good at drawing, painting, and watercolouring can also model and render well ... You are a very good teacher for this. I did this when I was a college assistant. Unfortunately, I don't have the drive for it today. I take off my hat for you. Thanks for the many high-quality suggestions!

      posted in Corner Bar
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      faust07
    • RE: Animating 3D People with Animator

      Smaller topographical bumps can be overcome quite easily with MSPhysics characters. If it gets steeper, new movement sequences have to be programmed. What I've wanted to test with a model for a long time is climbing stairs. When time comes, advice comes ... 😎
      The most difficult part of setting walking or running movements is coordinating the lower and upper thighs, as the lower thighs commute with a delay.
      The example shows the interaction of physically active geometry, joints and envelope geometry. In addition, many small scripts are still working in the background ...


      Character-5_05.gif

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      To 1.) Yes, they are from MSPhysics. I left the joints in the model to make it easier to find the right pivot points for the body parts. The joints can simply be deleted or the layer can be switched off.
      To 2.) What do you mean by normal clothing? Maybe turn off SketchUp transparency?

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      Here is the model you want. I've provided the no longer functional MSP joints with axes that you can use as pivot points. It includes essential pivot points for walking and running. In MSPhysics, I use the pistons to lift the legs using a kind of hip movement. This is important for overcoming uneven terrain.
      The joints in the neck and hips are important for more natural upper body and shoulder movement or for head and stooping movements.


      use axes of joints as pivot points


      Character SU2017

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      For me this is a very understandable learning and knowledge process. Character animation is highly complex and everyone immediately recognizes deviations from the realistic movement of living beings. In the case of simplifications (due to a lack of technical possibilities or a lack of time), the environment should also be kept abstract to the same extent, otherwise it just looks funny. My attempts also fail because the claim and the actual presentation differ widely and self-doubt often prevents a presentation. It is refreshing to see your consistent pursuit of the topic and your progress. Go on! I would like to give specific help, but I don't have the time to deal intensively with Animator. In any case, Animator has the potential for it. πŸ‘ πŸ‘ πŸ‘

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      Very good approach and perhaps for certain animations it is enough for people to slightly move their arms, head, tilt or turn their upper body.
      This creates the impression that the scene has not been populated with rigid figures. Technical simulations with people can be a bit more complex, for example when tools are to be guided.
      In architecture visualizations I have found that people who are too realistic and moving are extremely distracting from the actual "content".
      In urban development simulations, such as the representation of busy street spaces or traffic flows, moving people and vehicles are in turn very useful for the goal.
      Today I could remember such a simulation with Animator. Here is the link:
      https://sketchucation.com/forums/viewtopic.php?f=401&t=64948&start=30#p599837
      Perhaps the author is still active and can give good advice or post animated models.

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      @ Nukeman: It should be an easy way to get the CRonoz characters into a T-pose. Usually you can download the figures in a straight basic position and there are small components built in as pivot points for the body parts (only visible in transparent styles).

      @ ntxdave: Very good first result and definitely the right approach. Fredo's Animator is very suitable for timeline and K-frame animation. Smooth and pliable skin and clothing on the joints is almost impossible in SketchUp. I tried that with an orca animation with MSPhysics and had to invent profound, elaborate tricks: http://sketchucation.com/forums/viewtopic.php?f=323&t=68498#p626651

      In order to achieve smooth movements and transitions, Fredo's Animator provides curves for the process.
      Walking, sitting, getting up and moving on is actually a complicated process. It took me a long time to do this ...

      To let animated characters from other programs act in SketchUp, I consider the current state of the SketchUp functions to be impossible. It would be conceivable that Fredo could program an exchange of animation data between Blender and SketchUp, since the K-frame animation in Blender comes very close to the animator.
      I render my MSPhysics animations with IndigoRT because AntonS programmed an export for it. Meanwhile, the Denoise function works very well, so that the rendering times for smooth single images are acceptably short (in daylight ...).

      @ pilou: that looks fantastic! I can't get enough of it. This is the ultimate professional way. Unfortunately difficult to combine with the SketchUp universe. SketchUp -> Cascadeur yes, back no ...


      an old test

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      Yeah, I'm sure you're right. The automated rigging, the prefabricated complex movements and the flexible model and clothing surfaces in these programs are extremely time-saving.
      For character animation with MSPhysics you also need minimal programming knowledge, which is not very user-friendly.

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      The source for the outer shell of the characters is, as mentioned above, the 3D warehouse ("3D People").
      Most of the time I use models that are already divided into the moving body parts ("Rigged").
      For example: Cronoz-artes Graphic Design, Brazil: https://3dwarehouse.sketchup.com/by/CRonoz?login=true#
      I modify and combine the body parts in order to adapt them to my representation goals and movement sequences.
      Then they are combined with the simple, physically active basic geometries (with MSPhysics collision, mass, material properties etc.) and these are connected with the joints.
      The joints, the behavior of the basic bodies and thus all movement sequences are controlled via MSPhysics scripts.
      Special curve joints (CurvyPiston) are responsible for the movement of the figures on paths. Direct control with keyboard and mouse is also possible. But that would be more important for games.
      If it's interesting, I could open a tutorial explaining the approach on a sample character.
      But it would be better to wait for the new version of MSPhysics, as the author AntonS wants to improve the user friendliness and the effectiveness. As announced by him, the new version will not be compatible with older MSPhysics models.


      Characters often used in the past

      posted in SketchUp Discussions
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      faust07
    • RE: Animating 3D People with Animator

      here is a link to some examples of character animation that I created with MSPhysics within SketchUp almost 2 years ago:
      https://sketchucation.com/forums/viewtopic.php?f=333&t=69952#p641730
      Unfortunately, I haven't had much time since then to go into this further. Character animation with just simple tools is a highly complex task, especially when you want to combine different types of movement fluidly.
      Animator has a completely different approach than MSPhysics, but is basically suitable for simple character animation. But here you start from scratch, so to speak.
      It is easier to work with systems that offer prefabricated body models, rigging and movement sequences. But it's always fun.


      MSPhysics & SketchUp Make 2017

      posted in SketchUp Discussions
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      faust07
    • RE: Trade policy that makes me cranky :-(

      I'm on the same street as HornOxx. Thank you very much, Didier! 😒

      posted in Plugins
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      faust07
    • RE: Looking for plugin/code to connect lines

      I can not believe it. What was all the years? Great joy that you still exist. Hopefully nothing bad had happened. It's insane … β˜€

      posted in Developers' Forum
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      faust07
    • RE: Relocating the axis for all Groups/Components at once

      thomthom: axes tools

      posted in SketchUp Discussions
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      faust07
    • RE: Cateripllar with Fredo6 animator

      This is the world of MSPhysics … Sorry, but there are a mass of examples for caterpillar.

      posted in Newbie Forum
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      faust07
    • RE: German gas-station from the 60s

      New project? Denkmalpflege or what? 😎

      posted in Gallery
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      faust07
    • RE: Msphysics buoyancy.

      Should MSPhysics simulate a wheel floating flat in the water or a kind of rubber tire on the road?
      The behavior of bodies under MSPhysics buoyancy depends, in addition to material and density, very much on their size, shape and position to the surface.
      The tire is a bit more complicated anyway, because here the concave shape has to be put together from individual segments.
      Posting a model would be helpful to help ...

      posted in Newbie Forum
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      faust07
    • RE: A small selection of my work from the past year.

      Great work. πŸ‘ Bus and Trabi remind me of my childhood. I was allowed to drive a Trabant myself. My father let me go short time. What renderer did you use?

      posted in Gallery
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      faust07
    • RE: Best way to make a background

      For single images I like to use environment maps (HDR images, JPGs etc.) directly in the render program (here Indigo RT). However, these do not work when rendering MSPhysics simulations. Then I still like to use domes with internally mapped 360 Β° panoramic images of hemispheres and landscapes, whereby the night sky is also set as an emitter. I then also place light sources as sun or moon within these domes. For example, a sun (indigo or twilight light source) that I can align as a dynamic component according to the SketchUp position of the sun.


      environment map Indigo RT - day


      environment map Indigo RT - night


      dome with day sky


      dome with night sky

      posted in SketchUp Discussions
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      faust07
    • RE: Anyone Upgrading to 2020?

      Oder wie der Sachse sagt: "Dig, Dag und Digedag"... 😎
      (Cover of the first issue of a comic magazine from the 1950s of the former GDR)


      Dig-Dag-Digedag_01.jpg

      posted in SketchUp Discussions
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      faust07
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