Everything is back to normal for me, thanks a lot Fredo !
Posts
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RE: [Plugin] LordOfTheToolbars - v2.9c - 20 Dec 24
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RE: [Plugin] LordOfTheToolbars - v2.9c - 20 Dec 24
Same issue here, I'm a bit panicking !
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RE: [Plugin] LordOfTheToolbars - v2.9c - 20 Dec 24
Hi. First of all, thanks fredo for this wonderful tool !
I'm having trouble with custom toolbars and screen position (on SU 2023, with a dual screen configuration). Maybe other had this too, and I'm wasting your time, but I cannot find it on the forum...
I've put all my favorite tools in one single simple toolbar, and I want to have it vertically, hovering on the second screen in one precise position. I've done that since a long time with multiple SU toolbars, and it was working fine. But now, with LOTT, everytime I reopen SU, this toolbar is reset horizontally. Is there a workaround to convince it to stay upright ?
An other minor issue is that separators don't appear in the toolbar. Is that a known issue ?
Thanks in advance.
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RE: Going 2D
Pixero, sorry to hear about your job, but your new work is really great.
I'm a big fan of european comics (Bandes dessinées in franch), and your drawings would be perfect to illustrate stories. Do keep on doing this
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New Chinese realtime render
Hi all,
I just discovered a new render engine, apparently based on Unreal Engine.
It looks a lot like a mix between D5 render and Twinmotion, apparently quite powerful and with an interesting UI. Sadly it seems to be only in Chinese, for now .
光辉城市·Mars - 全球领先的建筑VR技术提供商
光辉城市是全球领先的建筑VR技术提供商。以“让设计回归创意,把其他交给科技”为使命,秉承“超越自我、成就彼此、创造变化”的价值观,努力实现“虚拟世界,改变生活”的梦想,致力于将 VR/AR/MR/AI 等技术应用在建筑设计领域,推动建筑设计行业的发展和转型。在北京、上海、广州、深圳、杭州、重庆、成都、青岛、郑州等地设有分支机构。
(www.sheencity.com)
There is a rather long video on the main page, and google trad makes the page quite understandable.
What do you guy think about it ?
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[REQ] Tool to reset AND align group/component axes
Hi everyone,
Working more and more with complex BIM models export, imported into sketchup, I'm regularly facing the same issue : All the build elements are groups (sometimes components), which are fine to work with, but their axes are always set relatively to the world axes, and not along there respective most logical direction, which make them really hard to use (textures projection is not right, scaling is impossible...)
So, my question is the following : could there be a plugin allowing an automatic axes reorientation, of a selected amount of object, along their most logical axes ?
Working regularly with the great FredoTool box scaling, I noticed that this tool was able to orient itself automatically really well, along what i called previously "the most logical axes".
So, could it be possible to use a similar method to reorient each group axes ?
... In fact there is maybe a plugin allowing that already, but I couldn't find it. The closest thing was ThomThom axes tool, but it's not reorienting the axes, just reseting their origin...
Thanks in advance.
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RE: Twinmotion 2018 with Unreal engine :)
Their latest video. The interface seems really smooth.
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RE: Twinmotion 2018 with Unreal engine :)
Their latest video, showing the new full mac support.
The overall rendering quality shown is this video is way more impressive than in the previous teaser... Unreal engine really is efficient !
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RE: Twinmotion 2018 with Unreal engine :)
They've added a couple of new videos (concerning Archicad and Revit, not yet sketchup...)
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RE: Twinmotion 2018 : Unreal Engine
Ahah, you're right, I did not see it, sorry for the overlap
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RE: Twinmotion 2018 with Unreal engine :)
Pixero,
Indeed there is a difference, and it's mainly in the way the light behaves. II was really interested in Unreal engine, a while ago, looking at theses videos (vineyard challenge from ronen bekerman), but I discovered, while trying it, that the really good-filming-look came from a complex system of baked lighting. If you want to achieve the photoralistic result shown in the first part of the video, you have to carefully build your model, unwrap many things, check the way your objects are construct, and then wait quite a long time for the baking to be done. Then, you often have to go back and restart if some of the lightmap is not perfect.
So, to my opinion, on the second part of the video, which is realtime inside Twinmotion, they seems let aside this lightmap system, to be fully realtime. My guess is that it's much more simple to use that way (but a quite inferior in term of photoreal look). Actually, the pseudo GI in realtime (I think it's something called lightmass in unreal), give rather good results, with a nice color bleeding.
Let's hope we'll be able to test it soon !
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Twinmotion 2018 : Unreal Engine
Hi,
I've just discovered that the software Twinmotion will soon have a new version, based now on the famous unreal engine !
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RE: [SOLVED] Help needed for old plugin migration sketchup 2017
Thank You db11, I forgot to post back here, but I talked in PM with both TIG and Fredo, and they really kindly provide Fixes for the plugins.
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RE: [SOLVED] Help needed for old plugin migration sketchup 2017
Thank you for the answer, but I actually reload them from the plugin store from the beginning, sadly.
For the fredo Tool, the issue is quite Old. For some reason, He decided to change the way his tool behave, quite some time ago, and I frankly don't understand why, as I think it's way less easy to use it the way it is now. Maybe he will be able to explain it, if he see this post.
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[SOLVED] Help needed for old plugin migration sketchup 2017
Hi everyone.
Testing Sketchup 2017, I'm trying to recreate my previous workflow, but I'm struggling with some plugin, not behaving has they were in 2016, so maybe some of you may have advises on how to handle this issues.
- JOINT PUSH PULL [FREDO]:
I was working until now with the old jointpushpull (not the latest Fredo6_Jointpushpull), because the way the tool behave was far more natural and sketchup like before (click to initiate /move freely /click to confirm. In the latest version, you have to maintain the click while moving which is a lot less precise).
So, the old version was fine until now, but not anymore, in sketchup 2017. Is there a way to modify the old version so it is ok for 2017, or to change the behavior of the tool in the latest version ?
- EXTRUDE LINE , VECTOR BY 2 POINT [TIG]
I'm using a lot this modify version of an old Didier Bur tool, that allow to extrude edges by a vector. The issue is, that in sketchup 2017 it does not create faces anymore, it just offset the line. Does anyone know this issue, or an other tool to do the same thing ?
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RE: [IDEA] Skatter + MS physics ?
Well, you're right Jiminy, it works !
I did a quick test with leaves found on the warehouse, a basic ground surface, and a quick Skatter setup. It's efficient on the skatter side, but take long (about 5min on a good configuration), to calculate the physic part. Maybe there are way to improve that, I'm not an MSphysics expert...
Before the physic drop
SKATTER PHYSICS.skpAnd after !
SKATTER PHYSICS bis.skp -
[IDEA] Skatter + MS physics ?
Hi all,
I just came across this 3ds max plugin : PhysX Painter
It's a really interesting tool, based on an object painter and a simple rigid body engine.
I was wondering if something like that seems to be possible in sketchup, maybe an half breed between Skatter and MS physics..
What do you think ?
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RE: Plugin and Shortcut issue [SOLVED]
TIG,
Thank you very much, first, for the very quick feedback, and second, for the solution, it works perfectly now
... I'm always amazed by the efficiency of the community support here on Sketchucation. It's a great pleasure to know that such a place exists.
Thanks again !
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Plugin and Shortcut issue [SOLVED]
Hi all,
I'm working constantly with Didier Bur " extrude line along a vector", but for some reason, this tool does not show in the shortcut list in sketchup, making it hard to use in a quick worflow
On Sketchup 8, I've found an old plugin toolbox, called SCF power toolbar, containing this extrude line tool, and having an entry in the shortcut list, so, everything was fine...
Sadly, switching now to Sketchup 2014, I realize that this old power toolbar is not supported anymore, and that the latest version of the plugin still does not have an entry in the shortcut list.
So here is my question : Is there a way to add a plugin to the shortcut list ? does it have to be coded in the ruby file itself ? does anyone have been encountering the same issue (on this plugin or another) and found a solution ?
Thank you in advance
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RE: SU8 Google Terrain import not working
Hi All,
I'm having a similar problem recently, on different Sketchup Versions.
The google map viewer is not showing, and a script relative message is displayed (see linked file).
Could it be linked to the recent evolution of the link between google earth and sketchup ?
Does anyone notice a change in that area ?