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    Recent Best Controversial
    • RE: [Plugin] Make Fur v.2.1.0(20140323)

      Is there a way to delete or rename a preset?

      I just saw that a fur_param.ini file is created when saving a preset.
      I imagine changing the names around in the ini would do the trick. would be nice to be able to make the changes from within sketchup...

      posted in Plugins
      halroachH
      halroach
    • RE: [Plugin] Make Fur v.2.1.0(20140323)

      Wonderful Plugin tak! β˜€ β˜€ β˜€

      When loading or saving a preset it zero's out the position of the plugin window. It would be nice if it didn't jump around like that.
      (This may have been mentioned somewhere... if it has, forgive me)

      Cool!

      posted in Plugins
      halroachH
      halroach
    • Remove extra faces

      Sometimes when I import complex 3DS files, and fix them up in sketchup, some of the triangles have multiple faces for the same 3 edges. It is mostly seen when I try to soften/smooth out the surfaces and some triangle are discolored, or colored differently.
      I sometimes need to delete the same face 5-6 times until I get to the last one, and then everything is fine.

      1. what causes this?
      2. how could I avoid such situations?
      3. Is there a way to strip away all the unnecessary faces except of the ones that are supposed to be there?
      4. maybe a ruby could do the job?

      πŸ€“
      Thanks

      posted in Plugins
      halroachH
      halroach
    • RE: Faces PushPulled to 0 in SU7 are deleted !!
      1. If face orientation isn't an issue (or is easy to adjust later), you could always pull the problematic face twice. First push holding down ctrl (causing some faces to reverse), and the second push brings the face to where you want it. Later it's just a matter of orienting faces.

      double push pull:
      [flash=640,367:37aarrx9]http://www.youtube.com/v/afE2l9_59zs&hl=en_US&fs=1&rel=0&hd=1[/flash:37aarrx9]

      1. Another way is to draw a line across the surface you wish to keep. push the face and erase the remnants of the line.

      Push Pull with a line:
      [flash=640,367:37aarrx9]http://www.youtube.com/v/SLoExGhkwpg&hl=en_US&fs=1&rel=0&hd=1[/flash:37aarrx9]

      Sometimes TIG's way is faster, other times these two ways are faster.
      It always boils down to the amount of clicks πŸŽ‰ it takes in any one scenario.

      posted in SketchUp Discussions
      halroachH
      halroach
    • RE: Flightpath2.rb

      @fletch said:

      all my scenes were playing smoothly inside of SU.
      then I ran the FP2 script to create a 'better' cam path (instead of SU's natural 'pillowing' or 'arcing' effect for the cam transitions)

      After that I ran the scene timing script... trying to eliminate SU from stopping on each frame.

      2 things occured.

      1. while it exports smoothly as an .avi, it plays stop-n-go in SU
      2. next time I tried to add some SU cams moving along another are of the same model, they were stop-n-go, instead of playing smoothly.

      Fascinatingly...
      I opened the file the next day, and the transitions were smooth even with the scenes that were stop-n-go the previous day. πŸŽ‰ πŸ˜’

      I don't know what to tell you, Rick. It's completely unpredictable.

      I am running SU on a very hi-end graphics card and have 3Gigs of Ram... so am very confused.

      Hi,

      I have noticed that animations within SU are smooth and quick, until I start checking and unchecking layer visibilities for each scene. Sketchup 'hiccups' when it has to load or unload layers between the scenes.
      Could that be what you were experiencing? Does anyone else have this problem?

      posted in Developers' Forum
      halroachH
      halroach
    • RE: [Plugin] Import OBJ with Materials v2.1 20131118

      nice plugin!

      posted in Plugins
      halroachH
      halroach
    • RE: [REQ] project/unproject selected textures

      @thomthom said:

      @unknownuser said:

      The reason I am looking for something like this is that I imported a 3DS file of a car. All the textures luckily came in fine, but the faces were reversed - all the textures appear on the interior surface of the car. When I select all the faces and 'reverse faces' they come out all jumbled up. When I select one face and select to have it projected and then reverse it, it comes out fine. but I have to do this to aprox 2000 faces one by one!?!? πŸŽ‰

      😳 I didn't read this the first time around.
      To transfer UV mapping front<->back side of faces: http://forums.sketchucation.com/viewtopic.php?f=180&t=18992#p155759

      I had already tried out your UV toolkit, but it didn't seem to work. only about 6 faces out of the 2000 were reversed, and I'm not sure they did it well either.

      posted in Plugins
      halroachH
      halroach
    • RE: [Plugin] Xref Manager

      This is a great plugin!
      I had a bit trouble navigating through the forum until I noticed that the latest version was 5.1 and not 5...

      I recommend merging the two threads
      http://forums.sketchucation.com/viewtopic.php?f=180&t=7329
      http://forums.sketchucation.com/viewtopic.php?f=323&t=7289

      posted in Plugins
      halroachH
      halroach
    • RE: [REQ] project/unproject selected textures

      @thomthom said:

      Sorry, but there is no API for us to control a texture's Projected property. πŸ˜•

      Thanks for the quick reply Thomthom!
      bummer, though I've found a workaround to my problem. Using Rhino to import the 3DS. And reverse the Normals Direciton.

      posted in Plugins
      halroachH
      halroach
    • [REQ] project/unproject selected textures

      Hi Guys,

      I was wondering if there is a way to select a number of faces with different textures on each one of them and have ALL the textures be projected or unprojected.
      This would be instead of selecting each texture separately, right click-texture-projected...

      The reason I am looking for something like this is that I imported a 3DS file of a car. All the textures luckily came in fine, but the faces were reversed - all the textures appear on the interior surface of the car. When I select all the faces and 'reverse faces' they come out all jumbled up. When I select one face and select to have it projected and then reverse it, it comes out fine. but I have to do this to aprox 2000 faces one by one!?!? πŸŽ‰

      posted in Plugins
      halroachH
      halroach
    • RE: Weight of sketchup project

      Comparing both purging methods:

      1. model info\statistics\purge unused
      2. TIG's plugin

      It seams that number 1 gives better results than number 2 - file size is a bit smaller in a little insignificant test I did. On the other hand TIG's plugin gives more options in case there's something you want to save...

      posted in Newbie Forum
      halroachH
      halroach
    • RE: Terra cotta model

      @michaliszissiou said:

      ~530 BC, Greece. ( πŸ˜† the original)
      This is a low poly model, you can use it in any interior scene, the original is about 20 cm H.
      I modeled and textured it in blender. I could call this procedure "photo-baking". Four photos - four sides, UV projected and combined in one UV map. No pre_rendering (baking) this time. Made in ~one and a half hour, have fun.

      It's very nice!
      I've always wanted to know how photobaking is done. Do you do it within blender?
      Which part is done in sketchup?
      How do you combine the four sides to one map?
      If you didn't pre-render, so what did you do?
      could you point to some tutorials?

      Wow! πŸ‘

      posted in Gallery
      halroachH
      halroach
    • RE: Twilight v1.1

      @chango70 said:

      Download the demo version?

      Yes, download the demo. it worked for me.

      I was confused with that too... I think the website should be clearer about how updates are obtained and installed

      posted in Extensions & Applications Discussions
      halroachH
      halroach
    • RE: Twilight v1.1

      Sounds Good!

      I just recently started twilighting around... keep them updates coming! πŸ˜„ fun fun!

      posted in Extensions & Applications Discussions
      halroachH
      halroach
    • RE: [Plugin] SmartPushPull v0.26 (05 nov)

      @unknownuser said:

      Great and useful Plugin!

      I've got a few more to do's:

      1. What makes sketchup a great and fast program to use, is mainly the easy inferencing!
        As with the regular push-pull tool, you should be able to indicate exactly where the pulled plane will arrive to. The pulled plane should stick to existing lines/points which may intersect with it.

      [right now, I've noticed it only sticks if I start pulling the plain from a point (which is very difficult to determine if it's sticking or not) which is on a line (perpendicular to the pulled plain) which reaches the point I want to get to... (I imagine that's isn't very clear, I can add an image if needed) ]

      1. If two, or more of the side planes merge into a single point or a single line, it ought to stick there too.
        geometrically that would happen when one any one of the side planes gets to n-1 edges.

      2. when using the VCB - entering a number, pressing enter, and then entering another number, should act like other sketchup tools. It should act as though you're still pulling the same plane once. currently it keeps making more and more faces.

      3. when pressing TAB WHILE using the tool - at times it's like double clicking, other times it repeats the last doubleclick... behavior inconsistent and confusing. It should just change the behaviour without committing any changes.

      I would have loved to help solve these issues myself, but scripting is Chinese to me... 😎

      I forgot to mention a very important detail. πŸ˜„
      I was testing the script on Mac OSX with sketchup 7.0! so all the points above relate to sketchup on OSX.

      testing it on a PC with sketchup 7.1 returned very nice results! Though points 2 and 3 above are still problematic.

      posted in Plugins
      halroachH
      halroach
    • RE: [Plugin] SmartPushPull v0.26 (05 nov)

      Great and useful Plugin!

      I've got a few more to do's:

      1. What makes sketchup a great and fast program to use, is mainly the easy inferencing!
        As with the regular push-pull tool, you should be able to indicate exactly where the pulled plane will arrive to. The pulled plane should stick to existing lines/points which may intersect with it.

      [right now, I've noticed it only sticks if I start pulling the plain from a point (which is very difficult to determine if it's sticking or not) which is on a line (perpendicular to the pulled plain) which reaches the point I want to get to... (I imagine that's isn't very clear, I can add an image if needed) ]

      1. If two, or more of the side planes merge into a single point or a single line, it ought to stick there too.
        geometrically that would happen when one any one of the side planes gets to n-1 edges.

      2. when using the VCB - entering a number, pressing enter, and then entering another number, should act like other sketchup tools. It should act as though you're still pulling the same plane once. currently it keeps making more and more faces.

      3. when pressing TAB WHILE using the tool - at times it's like double clicking, other times it repeats the last doubleclick... behavior inconsistent and confusing. It should just change the behaviour without committing any changes.

      I would have loved to help solve these issues myself, but scripting is Chinese to me... 😎

      posted in Plugins
      halroachH
      halroach
    • RE: IDEA - Omni Push Pull Tool

      @kwistenbiebel said:

      Wuaaah...wouldn't that create a temporal anomaly in the subspace field ? πŸ˜„

      It depends on how much dilithium crystals we put into it... πŸ€“

      posted in Developers' Forum
      halroachH
      halroach
    • RE: IDEA - Omni Push Pull Tool

      @thomthom said:

      @kwistenbiebel said:

      I have another idea to make this happen.
      A 'global' toggle button that switches between 'nested' mode and 'edit all geometry' mode.
      Toggling to 'edit all geometry' would enable editing all geometry as if they aren't in groups or components.
      It would temporarily lift up all the nesting, but without collapsing/exploding the model.

      That way, it would apply for all the Sketchup tools, not just the push-pull or paint tool.
      Does that make sense?

      Not doable.
      Can't modify the behaviour of existing Sketchup and Ruby tools.

      unless you rewrite the ruby tools into one all encompassing tool that does exactly what all the others did...

      posted in Developers' Forum
      halroachH
      halroach
    • RE: IDEA - Omni Push Pull Tool

      @kwistenbiebel said:

      I am glad I am wrong in this case.πŸ˜„
      A tool like this would definitely speed up the whole modeling and texturing workflow if it would become a stable plugin.

      I have another idea to make this happen.
      A 'global' toggle button that switches between 'nested' mode and 'edit all geometry' mode.
      Toggling to 'edit all geometry' would enable editing all geometry as if they aren't in groups or components.
      It would temporarily lift up all the nesting, but without collapsing/exploding the model.

      That way, it would apply for all the Sketchup tools, not just the push-pull or paint tool.
      Does that make sense?

      A toggle button would definitely make things even quicker. Later an additional toggle to turn the tool into a4chitect's Smart Push Pull... πŸ˜„

      posted in Developers' Forum
      halroachH
      halroach
    • IDEA - Omni Push Pull Tool

      Hi,

      1. I've got an idea for an Omni-Push-Pull tool.
        A tool which will enable you to push-pull any visible face no matter if it is within a component (or group) or outside of it. The strength of the tool is the ability to push-pull faces without endlessly clicking in and out of components. Just hover over ANY face in the model, and pull...

      I don't know if something like this is possible, but I have seen plugins, like fredo's scale tools, that interact with nested geometry for reference.

      1. A similar tool could be an Omni-Paint tool. You could paint nested faces without thinking in which components or group they are in...

      I'd try to write a script like this, but scripting, or programming aren't quite up my alley.

      What do you think fellow sketchupers?
      Is it a good idea?
      Who wants to try to develop something like this?

      Cheers!

      posted in Developers' Forum
      halroachH
      halroach
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