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    šŸ”Œ Smart Spline | Fluid way to handle splines for furniture design and complex structures. Download
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    Posts

    Recent Best Controversial
    • RE: SketchUp 2019 release

      A bit late to the party but I agree with most here... SU isn't innovative anymore.
      I fondly remember the anticipation when AtLast software brought v3 with the introduction of curves and v4 with transparent materials, and then eventually, the ruby scripting allowing the writing of plugins. Direct mesh/imagery import from Google Earth was nice plus too.

      Nowadays I only use move, rotate, measure and pushpull (and sometimes section planes) as standard tools. All the rest is handled thanks to addon plugins.
      So, I think all the tools I use in Sketchup date from v4 or v5. Everything that Google and Trimble brought on the table after that was not really needed. Which is a shame because I feel basically I pay every year for compatibility issues (clients keep updating and send us latest ver Skp models, or latest DWG files for instance)...

      For several years now, SU's power is basically its plugins potential.

      posted in SketchUp Discussions
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @uwesketch said:

      @unknownuser said:

      optimaforever wrote:
      You just want to remove triangulations on planar quads? use Fixit101 script.

      Also the "Merge Faces" from "TT cleanup3" does the trick. - which seems the same in FixIt101.
      But it would be nice if the function in QFT would work as well.

      I guess QFT remove triangulation’s use is different... If you want to regenerate the missing planes, you could use « make surfacesĀ Ā» script.

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      Hello Thomthom!
      Perhaps has it already been discussed, but I often misclick on the Live mesh analysis button instead of connect edges tool button. Not a big deal, you'll say, but as Livemesh doesn't work with Undo, I usually need several clicks to undo it manually.
      I quasi never use Live mesh analysis because I model cleanly most of the time. But I guess some people use it.
      Now my question is; is it possible to remove it from the toolbar? or make it unclickable or invisible? Alla Fredo6, make a customizable QFT toolbar? Some functions would still be accessible from the menus... I realize I never use the UV mapping tools, nor build corners/ends. and they eat some real estate on my screen.

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @uwesketch said:

      When using "Remove Triangulation" on the below selected quads, then the triangulating edges are removed not only from planar quads, but also from non-planar quads.

      Selected Quads:
      [attachment=1:ylc5a5am]<!-- ia1 -->QudFaceTool_RemoveTriangulation_Before.png<!-- ia1 -->[/attachment:ylc5a5am]

      After executing the "Remove Triangulation" command - it looks like a Swiss cheese šŸ˜‰

      [attachment=0:ylc5a5am]<!-- ia0 -->QudFaceTool_RemoveTriangulation_After.png<!-- ia0 -->[/attachment:ylc5a5am]

      Is there are way to avoid this?

      You just want to remove triangulations on planar quads? use Fixit101 script.

      posted in Plugins
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      optimaforever
    • RE: Strange creased vertices

      Unfortunately I haven't saved the mesh.

      posted in SUbD
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      optimaforever
    • RE: Strange creased vertices

      @box said:

      It would help to see the model, but it looks like you have too many vertices on those edges.

      Actually, if I delete and redraw these edges, the subdivision looks correct.
      And the solid inspector doesn't show any error.

      posted in SUbD
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      optimaforever
    • Strange creased vertices

      Hi Thom,
      I have some strange bugs happening these days with creased vertices.
      It seems the creased vertice won't respond to the crease command.
      SubD tries to crease some vertices but when I check the mesh, there aren't any crease on these vertices nor edges.
      Very weird. It happened several times on different models.


      creased vertice even with 0.00

      posted in SUbD render plugins extensions
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      optimaforever
    • RE: Turn off axis inferencing

      I often use Quadface Tool to "close" quads geometry in my meshes and SU inference system cause the "closing" to fail when I try to draw a line that is nearly parallel to axis constraints. I'd need to constantly zoom in and out to get sure to pick the correct vertice. By default SU's inference allow me to snap on the vertices easily but it becomes an handicap when the inference tries to force snapping on the XYZ axis.

      I'm on the SU boat since v2.1 so I think I'm not a noob, agree that the inferencing system is a trademark of SU since the beginning and allowed to get rid of the 4 viewports workflow. I used guide lines and UCS switch shortcuts most of the time but I also agree that sometimes it can be a PITA to not be able to toggle the inferencing system off by a simple command, just like in ALL other CAD software (I'm dreaming of a snapping options like in AutoCAD or 3DSmax where one can switch on/off vertices, parallel, perpendicular, tangent, etc. inferences).

      This is an old thread, so I guess this is an aging request.

      posted in SketchUp Feature Requests
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      optimaforever
    • RE: SubD examples and models

      Very impressive, all of you! Nice! Keep up the good work!

      posted in SUbD
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @thomthom said:

      So, is it the UVs that are the issue? I can understand if that might be the issue here - as SU doesn't try to make the UV-coordinates between vertices shared. (SU saves texture position per face instead of per vertex)

      Indeed, this could be the issue... But I'm not techy enough to be able to confirm this unfortunately.

      I should try forcing a UVmap in max on the qft mesh before importing in rizomUV.
      Unfortunately my evaluation period expired šŸ˜ž

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @kaas said:

      Have you tried mapping the uvs using Wrapr? Exporting Wrapr-mapped objects from SU (as fbx) works as intended for me.

      Well... I'm trying RizomUV because WrapR has too many limitations because of the SU 's own limitations. šŸ˜‰
      Did you check the RizomUV's presentation? you'll understand what I mean.

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      Exact. When I create a quad mesh in Max and import in RizomUV, there's no problem, I can cut and weld along desired edges, generating UV islands easily. When imported from QFT, each quad becomes a UV island and I can't weld back the geometry, which is very disappointing. I told the dev about this and he replied that he'll try to allow welding of pre-welded imported geometry but so far no good...
      So my understanding is that there's something happening when exporting obj from QFT in su side.

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @thomthom said:

      @optimaforever said:

      Hi thom,
      basically it means qft exports all quads detached. So rizomUV can’t weld the geometry, which is pita.

      Can you elaborate a bit more on what you mean by this?
      QFT writes OBJ files were the faces share vertices just as they do in SketchUp.

      Well... My evaluation period for rizomUV expired so I can't try now but here's a screencapture of my qft exported mesh in RizomUV:
      Basically the mesh is cut along the quads and the edges can't be welded. If I try to weld the geometry in 3dsmax, I lose the quads and get tris.


      qft exported obj quad in rizomUV

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @thomthom said:

      @optimaforever said:

      @rv1974 said:

      judging by RizomUV promo video, it works with tris like a beast. Doesn't it?

      Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.

      And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning. šŸ˜„

      What do you mean by things not being "attached"? Geometry or UV?
      Is this when you use QFT to export?

      Hi thom,
      basically it means qft exports all quads detached. So rizomUV can’t weld the geometry, which is pita.

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @lgrahm said:

      I'm wondering about the qft line tool. When I divide a quad using the line tool I guess the purpose is to create two new quads? But many times it creates double faces in at least one of the new quads. Those double faces are almost impossible to spot, but they create problems when subdividing or if you want to use the line tool again to divide the double faced quad. Is this a known problem?
      /Lars

      To avoid this, 2 solutions:

      1. delete the quad surface you want to split in 2 quads , and then with the qft line tool, draw the new line.
      2. use the qft connect edges tool to create 2 lines approximately and delete the one you don’t need.
        If none works the way you want, try solid inspector 2, and let it try to fix the double face.
      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      Very nice!

      posted in Plugins
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      @kaas said:

      Anyone knows if there's a way of exporting a quadFaceTools model to another program while keeping the quads logic intact - so you're not ending up with a standard triangle model? I expect not because it's a smart 'hack' by ThomThom...but hopefully I'm wrong.

      I ask because apparently, in the next version of UnrealEngine they might/will support openSubDiv. If quads in SketchUp could be exported to UE that could be really nice for furniture, cars etc etc.

      Did you tried with
      Tools>Quadface tools>Export>OBJ format
      ?

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

      thanks Rich! šŸ˜„

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

      Ah! I forgot to post the final result...
      Modeled in Sketchup pro 2017/8 + QFT + SubD
      Unwrap in Wrap-R
      Bodies painted with Substance Painter 2
      Rendered with Thea 1.5/2


      Kyosho Optima Mid trio

      posted in Extensions & Applications Discussions
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      optimaforever
    • RE: [Plugin] QuadFaceTools

      For what it's worth, the dev of RizomUV says that the reattach command within RizomUV is on the TODO list.
      http://forum.rizom-lab.com/thread/903/all-edges-borders-weld?page=1&scrollTo=2450

      posted in Plugins
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      optimaforever
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