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    • genma saotomeG

      Code snippet request

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    • genma saotomeG

      Looking for a report

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      genma saotomeG
      @dan rathbun said: Seems like you are trying to do things the hard way. Nope. I'm doing things "The Game Way". EXPORT the fewest polys, fewest textures, no textures on backfaces, no polys w/o textures. As minimal as possible... applying a texture to a component puts that texture on the backface -- I can't allow that. The code I showed, above, was what I use to identify and color untextured polys bright red (written by someone else). If they're big enough, I'll see them and either delete the poly or texture it correctly. 99 out of 100 times, I delete the poly. I need either a report OR a modification of the code I posted, whichever will get me a display/listing of all component/texture assignments. With the information in hand I can go right to the specific component definition and find the problem. W/O it's an ordeal.
    • genma saotomeG

      A favor please

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      genma saotomeG
      Works on mine too. Thanks very much!
    • genma saotomeG

      Where are shortcuts stored?

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      M
      Here is the link. http://www.google.com/support/forum/p/sketchup/thread?tid=2979d2e0f28d0eed&hl=en
    • genma saotomeG

      Is there a simple way to customize the contents of a toolbar

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      genma saotomeG
      Thank you... the first one does all that I need. Very much appreciated.
    • genma saotomeG

      Circles ignore turn off auto break =false

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      genma saotomeG
      @tig said: OK, further testing. Irrespective of the 'beak-edges' settings... an edge drawn from within a circle that passes through a segments' vertex of that circle will break in two. BUT if 'break-edges' is set to 'false' the new edge will NOT break IF it crosses a segment anywhere other than at a vertex ! And that's a problem for me and a bug for Google to fix. What I'm doing is setting up a follow me along an arc. The arc length is always in whole degrees and the segments of the extrusion must also be whole degrees. Now at first thought you might say "So what's the problem with breaking the line then?" and while that's a fair question the answer is this: The follow me extrusion along an arc begins and ends by twisting the profile face -- the edges closest to the centerpoint of the arc twist outwards so the total length along the arc is long and those furthest from the center point twist inward and so are too short. I have to fix both ends to get the correct dimensions. IMO a very serious bug. On the extruded end I extrude for a greater length than needed and then go back and trim the excess. The broken lines across the arc is where the trim is going to be. Back at the profile face I have to set it up so the face has depth behind it and I use the end points of the two sides to figure out how to fix that end. The entire set of manual fixes are: The extrusion has 20 faces so that's... umm, what... 22 lines to fix where the face starts... the broken line across the arc... setting up a face along the broken line to use for the intersect... drawing another line further along the arc than needed so the extrusion goes past the intersect face... doing the intersect selected for the extrusion and the trim face... and all cleanup of the stuff I entered but no longer need. Can you say STUPID MAKE WORK SOFTWARE? I can. I'd complain bitterly to Google if I was using the pro software but as I'm not I deal with it as best I can.
    • genma saotomeG

      Twisting

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    • genma saotomeG

      Clipping

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      genma saotomeG
      Thanks for the lead. I'll follow the advice and see if I can work around the "features" of the software.
    • genma saotomeG

      Texturing along an arc'd surface

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      genma saotomeG
      @shura said: Hello Dave, Can you post a screenshot as an example? Maybe it's my english, but I don't fully understand your description. alex I've attached an example of a finished model. What I'm saying is after breaking up the road surface into smaller sections, sometimes when texturing the stripe is aligned to the curve, just as you see here, and in another, similar model, each section has the stripe aligned to the green axis. I was wondering (1) has anyone else noticed this and (2) does anyone know how to force the curve-alignment to happen? As far as my work procedure goes, I usually do a short follow-me from a master profile, texture and position just a few sections of the model, group them, and then copy, paste in place, and then rotate the group from the center point of the road radius, repeating as many times as I need to acheive the length I want. It works well enough. I'm just curious about why SU acts differently with the same sort of problem in different models. [image: 71eW_Clipboard11.jpg]
    • genma saotomeG

      Shortcut to rotate material

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      GaieusG
      Thomthom has a plugin called UV Toolkit that can do wonders. Have a look at this arch texturing tutorial where I used it. Also, even if it is not about an arch (and of course your arc is semicircular), you can position the texture on just one segment and use the Copy-Rotate tool to distribute it along the arc (in this case it will of course be the same texture on each facet)
    • genma saotomeG

      Rotating textures on radial surfaces

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      genma saotomeG
      Been too busy to get back and close this.... I was able to get the copy / rotate to do what was needed. I grouped a handful of faces that had the texture properly positioned, did paste in place, and then positioned the rotate "wheel" on the center point of the arc and typed in the degrees I wanted. That worked pretty well. I did notice a couple of times there were very tiny mis-alignments... not sure if I got lazy and relied on the inference engine instead of typing a value or if the polys were mis-aligned to begin with. At any rate, I'm cruzin now! Thanks very much for the suggestion.
    • genma saotomeG

      Version 6

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      Rich O BrienR
      http://sketchup.google.com/support/bin/answer.py?hl=en&answer=60107 Here you'll find the v6 Pro that'll resort to the free version once the trial period is over!! And here you'll find a discussion on this very subject http://forums.sketchucation.com/viewtopic.php?f=79&t=24045
    • genma saotomeG

      Odd problem moving stuff

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      Chris FullmerC
      Did you check the glueing like was mentioned? Please verify. Also, is there any chance that the group was created by a ruby plugin? There could be a known bug there if it was. Chris
    • genma saotomeG

      Help: Plug in bug

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    • genma saotomeG

      OGL Blackout

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    • genma saotomeG

      Wanted: Rotate Texture 90d Icon

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      @genma saotome said: I not a programmer... I find myself rotating a selected texture 90 degrees all the time and the default GUI menu is pretty inefficient: select the texture and then menu Texture/Position/Rotate/90/Done. Does anyone know where I might find those functions programmed as icon? You know, select the texture, click the icon, and it's done. 7 mouse clicks reduced to 1. Ummm, and if it's not already written and is dirt simple to write, might someone write the code? I think it's one of those little things many people would like. pretty much looking forward to this ... 7 clicks to 1 ...
    • genma saotomeG

      Poly tearing

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      TaffGochT
      genma, Your problem has been documented, discussed and hopefully resolved, as described on this page: Is something wrong with my display? (There are a couple of screen images exactly like yours.) Regards, Taff
    • genma saotomeG

      Finding untextured polys

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      P
      This answer actually made me find a way to do it with Thomthom's selection Toys: First I use Select --> All on selected layers to select everything, including edges and faces inside groups and components. Then I use Select Only --> Front Default Material so that only faces without textures are selected. Groups, Components and Edges remain selected, however, so if I use the paint bucket to give my selection a texture (so that I can find the faces I am looking for with Material Maintenance), I paint these too and Material Maintenance selects them as well. Therefore I use sketchUV (with the untextured faces selected) to assign its placeholder texture to them by right-click --> Planar Map (view). Now it's easy to find these Faces with Material Maintenance, and as it is very eye-catching with it's colors and numbers, even just by looking at the model. It sounds a little complicated when I explain it here, but it's actually quite convenient. Thanks for your help!
    • genma saotomeG

      Select function

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    • genma saotomeG

      Welding points

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