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

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

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
@halroach said:
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!
BTW. You can place the door outside of the wall component's context. It doesn't have to be inside.

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.
But if I double-click the facecutter compo and paint INSIDE, it works.
It is indeed magic.
I realized that juxtaposing a flexdoor and a flexwindow as wallcutters is problematic as one of them sometimes loses its wallcutting abilities. I had the habit of nudging my windows/doors when they are supposed to be close to a wall's edge, to avoid corrupting geometry (SketchUp's face cutting components tend to corrupt mesh if too close to the edge when exported).
Here as well, nudging the door by 0.5cm from the window suffices to keep the wallcutting properties, and the difference remains barely visible.
Idem, when I stretch a flex window on the whole height of the wall it is supposed to cut, I sometimes loses the wallcutting property. Then I have to stretch down a bit and the wallcut come back. Must be due to Sketchup's internal aprroximations.
I also realized that painting a material upon the wallcutter component explodes the geometry. I need to double-click the wallcutter compo to be able to paint upon inner sub-compos. I guess this is a normal behaviour?
@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. 
I can be wrong but when you import skp directly in Max, the geometry is handled as tris by default and not in quads. Quadify modifier doesnβt work as I expect as well.
The difficulty here is to keep the thomthom quads when exporting.
I use TIG's Originate to Component axes since 2012.
https://sketchucation.com/forums/viewtopic.php?f=323&t=43582&p=620193&hilit=originate+to+component+ax#p620193
And Chris Fulmer's Center on Origin since 2009:
http://sketchucation.com/forums/viewtopic.php?p=152438#p152438
Hi Thom,
I'm testing RizomUV (a powertool for UV unwrapping) and I have problems when importing QFT's quads OBJ.
The geometry is correct but it seems that 90% of the quads are detached.
I asked the developer if RizomUV was able to reattach the quads but it's not possible. This must be done on the modeling app side.
I tried to export the OBJ to 3dsmax first but max (while displaying the imported mesh as quads) seems to handle the geometry as tris and when I export the mesh as fbx or obj, the imported geometry in RizomUV is all tris.
I tried all the params when exporting my mesh from sketchup+QFT's export options but I never got attached quads in RizomUV.
Do you know how to export ATTACHED quads from SU?
Thanks in advance,
Thanks Rich!
Worked indeed!

Hello,
I was wondering how you can get thomthom's pseudo-quads to export as quads with fbx or obj files?
I tried all the export options in sketchup; I always get tris in the other 3D softs...
Yup, I know.
I just wanted to launch a beacon here to tell others that info, in case they were wondering... 
Hi Rich,
I was wondering if an update was in the pipeline... has the new SU SDK allowed too improve on packing/optimzing UV algorithms?
hi Thom!
Is there a neat way of doing a offset of a loop towards the outside of a mesh?
I know your "hidden" offset loop function indeed offset loops but only inside an alreay defined mesh.
So long I use R Wilson's "extrude along path" and then delete the unneeded faces but it can quickly become a mess if the path is complex and not in an horizontal plane.
Is it difficult to program an offset of a loop along a predefined XY/YZ/XZ plane (each point of the loop is offset along a horizontal or vertical plane and then relinked to form an offset loop) ?
I used to use 1001bit pro for multiple paths but it was very limited profile shape wise...
Not to mention now with PB3 we can modify both the profile shape and the path afterwards! This rocks!
I used to like the headache when trying to figure out the correct formulae to get nice looking assemblies but indeed auto-assembly seems to be way faster than me. 
What is fantastic too is the retro compatibilty!
I was afraid to have to rebuild all my assemblies... but they work like a charm!
Yup, I remember having read somewhere that SketchUp works internally in inch and it converts on the fly in metric for display...
But I can't work in arch units, that's impossible, I'm too old for conversion now 