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    Recent Best Controversial
    • RE: Custom components import to origin...???

      @tig said:

      If a model [or a component created from it] is 'geo-located' then the first time it's inserted in a new model it snaps to the origin with no user input.
      To avoid this remove the component's geo-location under the relevant item in its Model Info.
      Always take care with imported SKPs that they are not geo-located !

      Ah! interesting info, thanks Tig!

      posted in SketchUp Discussions
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      optimaforever
    • RE: Custom components import to origin...???

      @utiler said:

      So after much hair pulling, a total re-install and numerous trouble shooting ebbs and flow I realised it was something with my template file that was causing the problem. I may have avoided the the re-install but SU has never looked so good with all the unused crap I have loaded over the years....!

      Thanks for helping out guys; if there's one on-line community that feels line we are all under the same roof its this one.... πŸŽ‰

      πŸ‘

      Now, where's that Pinterest link.....

      Hello, can you develop please?
      I have the same issue with several of my components that import exactly at the origin and I can't avoid that. When working with heavy models it's always a pita to have to dezoom to pick the compo at 0,0,0 and move it to the wanted place...
      Thanks

      posted in SketchUp Discussions
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      optimaforever
    • RE: [Plugin][$] Vertex Tools

      Thanks Thomas for the reply! πŸ‘

      posted in Plugins
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      optimaforever
    • RE: [Plugin][$] Vertex Tools

      @panixia said:

      @optimaforever said:

      triangulate the quad mesh prior to drop vertices to keep the quadness? interesting πŸ˜„

      Yes, exactly. πŸ˜›

      You're a genius!
      And you can keep the quads while using sculpt brush with Artisan!!! 😍

      posted in Plugins
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      optimaforever
    • RE: [Plugin][$] Vertex Tools

      @panixia said:

      @optimaforever said:

      @thomthom @TIG
      I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
      Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices?

      If you triangulate the quadmesh (using the triangulate command in QFT) it will work like a charm. πŸ˜›
      This trick will work also for artisan brush and some other tools which don't "officially" support quads.

      triangulate the quad mesh prior to drop vertices to keep the quadness? interesting πŸ˜„

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      Hello Thomthom
      Just an idea for the LINE tool of QFT:
      Is it possible to have a LINE tool that always generate quads with NORMALS unified towards the camera?
      I don't know how you define the normal orientation for generating quads when you close a quad surface with the line tool. Usually it's pinpoint but sometimes I get reversed normals and with complex mesh the Su genuine "orient surfaces" tool fails.

      posted in Plugins
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      optimaforever
    • RE: [Plugin][$] Vertex Tools

      @thomthom @TIG
      I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
      Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices?

      posted in Plugins
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      optimaforever
    • RE: [Plugin][$] Vertex Tools

      @panixia said:

      Honestly I wasn't trying to propose a workaround, just trying to better "isolate" the problem to give some more clue to Thomas. πŸ˜›

      Honestly I'm wondering if Thomas actually reads this thread... πŸ˜‰

      posted in Plugins
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      optimaforever
    • RE: [Plugin][$] Vertex Tools

      @panixia said:

      I confirm this happens when you try to bridge 2 edges which are not coplanar.
      doesn't happen if they are more than 2 or if they are 2 but still coplnar.

      Thanks!
      Ok, so a workaround would be to break/divide the vertices before doing bridge?

      posted in Plugins
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      optimaforever
    • RE: [Plugin][$] Vertex Tools

      Hello Thomthom

      I have a question / bug about Bridge.
      When I select 2 vertices and ask for Bridge, VT2 generates 2 quads, surimposed.
      Example:
      I select vertices (1) and (2) and launch bridge
      Then VT generates a double quad (3)
      How to avoid this?


      Capture d’écran 2022-11-16 171649.jpg

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      The first culprit would be update TTlib to the latest version.
      You can do it via Extension Manager & update or via Sketchucation Tools, update on th small icon above.
      Next would be update of QFT itself. If there's no update sign, try to force the update and see if you still have the error after close and reload SU.

      Sometimes I have this kind of error when I launch SU too soon after the PC boot. Just wait 1-2 min after the boot and fire SU. I guess some background routines need to be loaded and in place before launching SU as the plugins rely on these routines?

      posted in Plugins
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      optimaforever
    • RE: [Plugin] LordOfTheToolbars - v2.9c - 20 Dec 24

      @dave r said:

      @optimaforever said:

      I have noticed that regularly my LOTT toolbars don't appear when loading SU.
      It seems it's related to updates.

      Are you still using SketchUp 2017 Pro as indicated in your profile?

      Was SketchUp installed correctly? That requires right clicking on the downloaded installer and selecting Run as administrator. If not, there would be issues with folder permissions that could prevent extensions from installing/updating correctly.

      I've never had any issues with any of Fredo6's extensions updating and loading correctly. I made sure to install SketchUp correctly on my machines.

      Thanks Dave.
      I've updated my profile (sorry I use SU since v2.1 circa 2001 so this was pretty obvious for me that I use the latest build but you're right, let's update this πŸ˜„).
      I don't think I installed SU as an admin because my Win11 account is an admin account.
      I never had any issues prior to this but since Win11 i have had so many bugs...
      So you mean that in your case, plugins updates automatically without asking/notifying you?

      posted in Plugins
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      optimaforever
    • RE: [Plugin] LordOfTheToolbars - v2.9c - 20 Dec 24

      Hello Fredo
      I have noticed that regularly my LOTT toolbars don't appear when loading SU.
      It seems it's related to updates.
      While I understand that you update your plugins on a regular basis, it's very annoying that essential tools get stuck each time you make an update.
      I need to have a guess and try Extension Manager updates (nope), a Sketchucation tools update (nope), a manual reinstall of the LOTT plugin (overwriting) via sketchucation tools (YES)...
      At least you could give us a hint when the LOTT toolbars don't appear anymore. πŸ˜„
      When I don't have a wifi connexion it's a nightmare, I need to open all my plugins toolabr again to have access to the tools I use on a daily basis (and clutter my UI as in the past).

      Thanks for the cool essential addon!

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      Hello Thom
      I have a bug I think.
      When I try to remove loops QFT leaves hidden vertex that produces unwanted ngons when Subded.
      01.png
      02.png
      03.png
      04.png

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      Hi thom!
      Is it possible to have 4K screen compliant icons?
      On my laptop it's nearly impossible to see the values of the connect edges tools window...

      posted in Plugins
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      optimaforever
    • RE: Ferrari F2004

      Amazing work ! I admit that the quadface tools+vertextools+subD workflow
      is something that I sometimes miss in Fusion360, as it allows some complex
      sculpting with ease, and this f2004 is a wonderful demonstration !!!

      How can you retrieve the second tile you made in wrapR?
      can it save several tiles for one mesh? or you need an workaround?
      UDIM workflow is possible in substance painter but I never thought of
      doing that with a sketchup-generated mesh.
      This is new for me, you’re a genius !

      posted in Gallery
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      optimaforever
    • RE: Wrap-R for SketchUp

      @derei said:

      Did anyone else experience that WrapR is deleting SubD edge creasing data?

      Personally I use WrapR on a subdivided geometry, so I don’t care but other users send a non subdivided mesh to wrapR and retrieve the wrapped skp and subD it afterwards, so I guess the creasing parameter can become an issue?
      Recently I started exporting the mesh as obj via quadfacetools export feature to keep quads towards 3dsmax and use the unwrap modifier.

      posted in Extensions & Applications Discussions
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      optimaforever
    • RE: Wrap-R for SketchUp

      Cute πŸ˜„

      posted in Extensions & Applications Discussions
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      optimaforever
    • RE: Wrap-R for SketchUp

      Thanks!

      Your Unity model and skills are impressive as well. I'm more a Lumion/Twinmotion guy than Unreal but there was a time when I modeled in Worldcraft (Half-Life modding tool) and had to scrutinize everything under the hood. Now, there are too many tools I need to master (from Sketchup to Allegorithmic tools, Fusion360, Blender, Zbrush, Resolve, After Effects, PS, Vray, Thea, Max, Wrap-R, Transmutr, Quixel Bridge, Megascan, etc. etc. once upon a time I was happy with just Sketchup and PS) and can't allow a lot of spare time on details (and god knows Unity and Unreal need a lot of things to be learnt)...

      Your bad english is way more understandale than mine πŸ˜„
      So yes, I'm curious to see that!

      BTW please place the text in a better position as it will be easier to read (in the video), as the bottom right isn't the best place as our eyes must continuously switch between the action (generally at the center of the frame) and the text.

      posted in Extensions & Applications Discussions
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      optimaforever
    • RE: Wrap-R for SketchUp

      Thanks for the interesting video showcasing your workflow.

      I have a pretty similar one (offset loop being a well hidden QFT feature only accessible by the shortcut or the menu πŸ˜„). I agree that Bridge loop tends to make mistake by offsetting some corresponding vertices (but again no biggie, Curviloft can help indeed). There is place for improvements here πŸ˜‰

      But I'm amazed by your mastery of Wrap-R... With my meshes I can barely move vertices and it bugsplats (old SU acquaintance) often so I need to save all the time. The way you align the rims faces of the butterfly chair seems brute force... but it makes sense as you will later apply a parallel wood pattern in SBSPainter.

      BTW Do you have a particular technique to quadify an exported SU quad mesh in 3dsmax or Blender? Mines always import as tris and unwelded. I'm not an expert of Max and can't find any tuto on the web for this kind of case... When you model in Max, the mesh vertices are weld by default so Maxers don't understand my issue. I tried QFT's export as OBJ and it indeed LOOKS like a quad...

      OBJ as imported (3dsmax)

      but when I apply a turbosmooth (or a meshsmooth), it reveals that it's a tri...
      OBJ then turbosmoothed (3dsmax)

      Because of this, I can't use the Unwrap tools because it can't detect seams on TRI meshes...

      So according to you, one can Wrap-R a mesh in low poly, reload it in SU, then subD-it and it will keep the unwrapped status? I never tried this.

      This one for instane was a nightmare to WrapR...
      example of Wrap-R'd body

      posted in Extensions & Applications Discussions
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      optimaforever
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