I often find myself in this situation when my partner is away for a few days. Then when she comes home she tries to kill me.
Posts
-
RE: Game Assets
-
RE: EasyOffset / my new plugin #3
@Rich-O-Brien said in EasyOffset / my new plugin #3:
I break spaghetti before I cook it
[TriggeredItalianModeON/]That should be illegal[TriggeredItalianModeOFF/]
-
RE: EasyOffset / my new plugin #3
@Rich-O-Brien said in EasyOffset / my new plugin #3:
I'm gonna try a break it
Did you check your inbox? There's more stuff to break.

-
RE: shortcuts not retained in 2026 when Sketchup restarts
@joshvt said in shortcuts not retained in 2026 when Sketchup restarts:
I'm not even sure why they need a shortcut to Exit
Agreed. Moreover it's redundant with Ctrl + F4 which is standard for Windows.
-
RE: [Plugin Library] LibFredo6 - v15.8b - 12 Jan 26
@fredo6 LOTT v2.6a - 31 Oct 23
I never updated it, because I understood that you had to remove features in latest versions, so I followed the general rule "If ain't broke don't fix it".. should I update? -
RE: Help with plugin
@Dave-R stl Is good for 3d printing, is definitely not the best for textured models tho.
Those Make Humans files have unwrapped textures, so I'd choose another format such as dae (which is the one that Rich actually suggested) or other formats such as fbx or also obj that Universal Importer can easily manage.
If I recall correctly Universal imported is also able to manage the .blend format itself.
Another option could be export a textured obj out of Blender and import it with QuadFace Tools obj importer which can preserve both the unwrapped texture and the quad topology. -
RE: [Plugin Library] LibFredo6 - v15.8b - 12 Jan 26
No, I don't.
All I can say is that if I try to drag a new icon into an existing toolbar, it doesn't add to it.
I can create a new toolbar, but again, I can't populate it, if I drag icons on the new toolbar nothing happens.
I'm pretty sure that the problem is related to libfredo6, because if I remove it and load an older version, everything works as intended. -
RE: [Plugin Library] LibFredo6 - v15.8b - 12 Jan 26
Hi Fredo, today I updated libfredo to the last version and I just discovered that it broke LOTT on Sketchup 2021.
The plugin is still working, but is not possible to edit and create custom toolbars and palettes anymore.
I can just use the already existing ones. -
RE: Is there a way to "define the scale" of a group of objects in SketchUp?
Yeah, I think you'll definitely need to live with the compromise, because there's not some "universal" solution to this problem (and it can get even more complex with multiple nesting levels and/or multiple instances of the "father" component with different scale factor.
You will indeed loose the "instancing" benefit, otherwise it will be a mess.. No matter the code.
Buon anno a te! -
RE: Flowify problems
@1115 I'm not on my PC, so I can't check your attachment right now, but.. what are those pieces on geometry on your target grid?
I'm 99% sure that's the problem here.
-
RE: Is there a way to "define the scale" of a group of objects in SketchUp?
I think that there's a pretty obvious logical problem with this.
If you have a component with X instances of another component nested into it and each one of them has a different scale factor, only one of them can be used to set the "definition".
And which one the algorithm should choose?
Based on which criteria?That's why Gemini is trying to make each instance unique.
It's not a code problem. It's definitely a logical problem.
-
RE: Help with using WrapR
@ecati said in Help with using WrapR:
I would like to ask whether WrapR supports UDIM workflows or multi-tile UV layouts. This is important for my workflow
At the end of the day, in Wrapr it's perfectly supported if you know what you are doing.
The problem is that Sketchup itself doesn't have native support UDIMs in its materials.
So you need to create a different material in order to import back each UDIM tile.
As long as you need to export the model to a different engine with native support for UDIMs, everything is fine and you don't need that workaround.Can you elaborate a bit more what specific workflow you are after, so that maybe we can better help you?
Do you need UDIMs for Substance or something like that?Here's a practical example of something I did using the same exact tecnique shown in the video above:
https://community.sketchucation.com/topic/160953/ferrari-f2004.
-
RE: OBJexporter v3
@Jspro Not sure about that one, but QuadfaceTools OBJ exporter should work fine in Sketchup 2017.
-
RE: Plugin to quickly open nested Component or Group?
@sashapepperspray said in Plugin to quickly open nested Component or Group?:
maybe vbo jump to levels-https://extensions.sketchup.com/extension/584dba2f-6938-4f03-a1de-df61213cc672/vbo-jump2levels
Seems really useful, didn't know about that. I'll try it.
-
RE: [PLUGIN] Flowify v1.1.0 (updated 150327)
@gibblersnort sorry for the late reply, can you share a screenshot of your problem?
The plugin is not supposed to highlight anything.
You have just to select a grop than you want to deform and a PROPER "flowify rig" and then run the command. -
RE: Toposhaper Issue
@pkbrooks said in Toposhaper Issue:
picking each tag, selecting the geometry, re-tagging it to "Untagged"
Next time you may want to try the "Cleanup" plugin by Thomthom.
It has a one click "geometry to layer 0" feature which is perfect for such situations.
You just select the whole model (or the imported cad), run it and it will put all the geometry (not group and components) on layer 0 at once.. -
RE: Toposhaper Issue
@fredo6 said in Toposhaper Issue:
It's always better to launch TopoShaper by selecting the group from outside
Intersting.
Never noticed that.
Honestly I never encounter this kind of problems.
Maybe it's because I always have my actual loose geometry on layer 0?
Or just luck? -
RE: How to use TIGs 2D tools for elevations ?
If it's not a giant model, you could wrap the whole model into a component, duplicate it and rotate it -90Β° on X axis.
-
RE: sketchup to unreal workflow
@gabino yes I did a few test of animated objects in Unreal, but for real production I've used it only for archviz flytrough, because it has good visual quality and reasonable render time.
I managed to make it work with animated objects coming from 3dsMax both using animated/skinned fbx and alembic cached animations (mainly for particle systems, animated splines/booleans and this kind of stuff).In real production, for animated objects I tend to prefer Unity 3d over Unreal.
I find Unity timeline interface more straightforfard compared to Unreal sequencer.
I find it easier also to keyframe objects in Unity itself (alongside with the usal imported fbx and alembic animations).
I'm not into "proper" character rigging, but I do sometimes use animated entourage people from 3dsMax "Populate" crowd system and also some Mixamo take for more specific characters with some particular animation.
I import those as skinned fbx files (with skeletons)I also did some conveyor belts animation, one of which you can see in this video.
This was made with 3dsMax particle systems and controllers to be used in Unity, but it could absolutely be imported in UE5 with no problems at all.In this post I shared a video of animated objects rendered in Unity 3d
All of this objects could be imported and used in UE.. except I find it more cumbersome and just prefer to use Unity for this kind of stuff and Unreal just for camera animations.
But probably it's just a matter of taste and habits..
You could do pretty much the same in UE.

