I have the 1st version and I love it.Really looking forward to this one. But why no PayPal? Just curious.
Posts made by Mistro11
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RE: [Plugin][$] Profile Builder 2
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RE: How to Make a Bowl of Random Components
@pilou said:
Have you followed my little tutorial and aespecially the last line of the point C ?
Yes I used that as a guide. Thanks. I made a small rectangle and pulled it out to a flat box for testing. I then made it into a group and clicked on "show collision" for that object. When you say make it with thickness, is it more than just pulling out to a box? I'm at a loss here.
Also the SP control panel is blank. Don't know if that means anything.
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RE: How to Make a Bowl of Random Components
I got Sketchy Physics installed in my 2014 version. I am having some trouble getting my groups/components to fall in Sketchy Physics. The shapes that come with the plugin work fine. The bowls I made act correctly as containers and catch the capsules. But when I make my own items to drop in, they do not move. What did I miss?
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RE: How to Make a Bowl of Random Components
Thanks Pilou. Those plugins will come in very handy.
Now what about Sketchy Physics? Should I bother to try it in SU 2015 or 2014? I see the note that says 32 bit only.
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RE: How to Make a Bowl of Random Components
Thanks. Should I try it in SU 2014 to be safe? Does it work in 2014?
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How to Make a Bowl of Random Components
Hello All,
I want to make a bowl of cereal. Is there a plugin that can place components in a container randomly at set quantities? I'm Using SU Pro 2015. -
RE: Guideline Visibility Issue
Thanks for the tip Wo3Dan. I think this issue is somewhat related to why we would get clipping issues in general. After completing the floor levels I packed them back in the building which is at the origin. Since doing that, I can confirm this issue is gone.
But I would not think 800 feet would be so far to cause any issues. I see people making landscapes all the time. Unless they are miniature or set at unrealistic scales. Does Sketchup have a distance limit when it comes to modeling or is there a setting where we can control distance clipping?
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RE: Clipping...............
@box said:
Has that fixed your Guide problem too?
The guide problem was before I inserted any cameras. Come to think of it, that issue has not bothered me in a while. I think since I packed all the levels of the building back into the shell, that problem is solved due to everything being more localized. But I wouldn't think 800 feet should be too far. I will confirm that theory and report in the guide visibility thread.
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RE: Clipping...............
~~I just ran into this monster for the first time today. I was using advanced cameras when it started. I was trying to position one of the cameras in a tight spot. Then I noticed the clipping shortly after when I attempted to correct a color on a wall approaching the corner. None of the suggestions I read has helped me so far. So I did a save-as and pray my last save was not too far back. I cannot start this project over. Any tips is appreciated.
Dave- when you said he probably didn't have to start over, what did you mean?~~
NEVERMIND....I went back into my file and found that the "advance cameras" went crazy. One of them had a pyramid spread like 50 miles out from the building. I ended up deleting all advance cameras and everything that came with them and all is sorted now.
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RE: Guideline Visibility Issue
Box- I am creating them from local geometry not from the origin. Even near the origin I get the same thing in this model. Example: I have a square column with a 3ft wide face. Making a guide on it shows that issue. Not a far distance at all.
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RE: Guideline Visibility Issue
BOX- Yes that's it!
jeff- I really have to step my layer game up. But yeah, I go back and forth between floors a lot so hiding and unhiding layers every minute would drive me crazy. Under each level is the lighting for the lower floor and the first 2 have a mezzanine. If the levels were all the same layout, this would be much easier.
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RE: Guideline Visibility Issue
BOX- It happens when rotating the view. Zooming in and out have no effect.
jeff- Seems to be only in my current project.
I loaded a couple of older projects and do not find this issue happening. Then back to my current project and there it is. I'm 75% finished with a 4 story museum with around 290,702 edges and 126,934 faces, 1935 component instances, 258 component definitions and 92 materials.(can't show it due to NDA) Is this considered to be a heavy model? Though some of my older buildings were smaller in size, those projects have more density content wise and never saw this guideline issue. The only thing I did differently from other projects was pull out the levels of the building for easier interior designing since each floor is unique. So the model is spread out over a 800x100ft area. Not sure if that can have anything to do with it but I don't see why it would. -
RE: Guideline Visibility Issue
@pbacot said:
Do you think you are having visibility problems in general? I've had this before and changing the "use hardware acceleration" setting helped at that time. I'd have even regular edges looking "weak" or disappearing on surfaces, making working tedious.
No, only with the guidelines. I have hardware acceleration on. I'm trying to think what I did different lately as I never noticed this problem before. Or maybe because I'm working on a bigger model than usual? I'm gonna do some more observing while I work.
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Guideline Visibility Issue
I'm noticing some guidelines made with the measuring tape disappear when rotating the view almost as if the guides are being absorbed by the face. It gets annoying when making guides while positioning the view and then I have to settle for an angle where I can actually see the guide. Does anyone know what would cause this visibility issue?
Im using SU2015 pro BTW.
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RE: Update for SketchUp 2015 Released.
I missed Maintenance 1. Should I download that first or can I just get M2?
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RE: Can we Export Camera Position of a Scene?
UPDATE:
I figured out how to get Sketchup cameras in Fusion. In the 3D scene import options of Fusion, the title starts with FBX so naturally I thought that format was a necessity. Turns out I could use a 3ds, obj, dae, etc. through the same import options so I exported a 3ds from SU and it worked. Just reporting this in case anyone is also interested. -
RE: Can we Export Camera Position of a Scene?
I exported a scene into Blender and then exported FBX from Blender to Fusion and the camera loaded up just fine. But Blender is not my modeling choice. Something is very different with Sketchup's FBX file compared to other 3D packages. Fusion does support FBX so though Blender or Sketchup does not show up on the list of supported apps, a proper FBX file would do for this purpose. So I can get everything but the camera into Fusion from Sketchup as it also supports obj. I made a request thread over at the official SU forums for better camera via FBX support. I really want Sketchup+Thea Render to be my main 3D outputs and not need to go through a third program.
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RE: Can we Export Camera Position of a Scene?
Thanks but that plugin exports a text file. Fusion does not see it. Seems it wants the scene file of the 3D package but I only see Lightwave, Max and Maya listed in the supported file types of the import dialog box. I'm finding out how many 3D programs Fusion supports. Will report back.
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Can we Export Camera Position of a Scene?
I am trying to get a camera position to import into Fusion 7.5 (just released for free if you didn't hear) so I can use the world position pass functions for post pro. In fusion I would have to make a 3D camera node with info from the camera of the rendered scene. Is there a way to do this besides exporting an FBX file?
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RE: Blackmagic Design Fusion 7 is FREE
@rich o brien said:
Pretty slick stuff but tutorials are like hen's teeth.
Go on Youtube and search "Eyeon Fusion Tutorials". Seems all the good tutorials are before Blackmagic acquisition.
I was able to export a model from Sketchup as an FBX and import into Fusion. Very easy too. I just have to figure out how to get the model in Fusion in one piece so I don't end up with so many nodes. Probably have to explode the model. Then again it's good because each group or component will come in as independent nodes for micro management.