Unfortunately I haven't saved the mesh.
Posts
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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. -
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.
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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.
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RE: SubD examples and models
Very impressive, all of you! Nice! Keep up the good work!
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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 -
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.
Did you check the RizomUV's presentation? you'll understand what I mean. -
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. -
RE: [Plugin] QuadFaceTools
@thomthom said:
@optimaforever said:
Hi thom,
basically it means qft exports all quads detached. So rizomUV canβt 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.
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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.
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 canβt weld the geometry, which is pita. -
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?
/LarsTo avoid this, 2 solutions:
- delete the quad surface you want to split in 2 quads , and then with the qft line tool, draw the new line.
- use the qft connect edges tool to create 2 lines approximately and delete the one you donβt need.
If none works the way you want, try solid inspector 2, and let it try to fix the double face.
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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
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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
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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 -
RE: WallCutter by FlexTools
@halroach said:
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If you move the door in the new file you will see that the wall becomes corrupted. It's because of the groups. The minute I converted the groups to components, everything was fine! Use components only!
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BTW. You can place the door outside of the wall component's context. It doesn't have to be inside.
- ok
- I know, it's just I didn't know yet if the wall had to be componented in order to be mirrored so I left the door inside the group. Otherwise the door will be "forgotten" when mirroring the wall...
Well, I understand what I mean
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RE: WallCutter by FlexTools
I think the bug is file specific.
I copy-pasted the incriminated geometry in a new skp session and eveything works fine as is supposed.
Try yourself and you'll see.
The source file came from the architect. I just opened the skp and tried to clean it, but as you can see, I prefer to model my geometry from scratch, always. The rare often bugs caused by imported DWG, inadequate pushpulling, errors due to scale or precision miscalculation, etc.