I like the wooden version better!
Posts
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RE: [Plugin] Scene Tweaker
Is there a legal way to use SU 2023 and SU 2022?
As far as I can tell, since 2022 they went full subscription.. and with subscription you can only install the last 3 versions (so currently 2024/25/26).For this exact reason in the plugins I'm developing I'm supporting all the way down to Sketchup 2017 (which was the last free version) and I try to make sure that everything works properly up to SU 2021 (which was the last perpetual version and my favourite one). Then I test on 2024-26.
I personally don't give a fraction of a shit about SU 2022/2023, because they are currently available only as pirated versions.. isn't it?
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RE: [Plugin] Universal Importer - v1.2.6 - 30 July 2024
@artemisglt does it happen with a specific model or with all models?
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RE: [Plugin] Universal Importer - v1.2.6 - 30 July 2024
@artemisglt You just select the diffuse map and call it a day.
(you can add the other maps after the import if you really need them) -
RE: Flowify issue
I do have to learn to be better organized and be orderly as you said
The model I uploaded has as few polygons are possible (given your initial shape). I included plenty of steps and comments on the process.
There are a couple of thing that you could learn from that process.
- The less unnecessary polygons you use, the better.
- Order of operation matters. Keep your model as modular and low poly as possible before doing the heavy deformations. Add thickness and join modules later on.
- When you have a big problem, don't try to one-shot at it. Divide it into multiple more manageable problems instead.
I hope that can be helpful.
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RE: Flowify issue
here is just the model
To be fair you included a whole bunch of hidden useless stuff.
Here's your model fixed and solid.
I included the different stages that I used to completely rework it, so you can take a closer look to a better approach.
Facade_fixed.skpYou don't necessarily need Rhino to work with this kind of stuff, as long as you are well organized and do everything in the proper order.
Your approach was fundamentally wrong because you duplicated the geometry 4 times and gave it a thickness BEFORE the deformation.
Is better to work with modular flat pieces, then deform, then add thickness, then merge them together.
In this way you avoid feeding ~90k veritces into the deformation algoritm when you can Flowify just ~3k vertices.I didn't touch your curves, but I would strongly recommend that next time you balance the polycount of your curves in a more clever way.
You have tons of segments for very small curves, but on the other hand you have only 4 segments on the main curvature.
That's a quite bad density balance. You should have more segments for the big curve and less segments for the small curves.
I suggest to have a look to Fredo's Curvizard for this kind of optimizationAs a side note, your Flowify rig was completely wrong.
You need to connect the corresponding vertices, not the closest ones (that was causing flipping even with basic test shapes) and you should not add tons of unnecessary cells to the grids. -
RE: Flowify issue
@mamoodoo can you share just the shape and the intended flowify rig?
So maybe we can try to take a closer look at the problem? -
RE: Why is Skimp increasing model size, not reducing it ?
The new half-baked pbr thing does more harm than good.
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RE: nEVEn — System Intelligence Protocol for SketchUp | Coming Soon
I see a lot of percentages going on in your tool.
I would genuinely be curious to know: percentage based on what?How do you define "100% geometry load"?
What is "Crash Risk percentage"? Is there some deterministic way to calculate crash risk percentage?What about "Texture memory percentage"? 117 MB is 1%, ok, then 100% is supposed to be 11,7 GB.
What does this actually mean? It's calculated based on actual free system RAM? VRAM?What is the "Health" percentage? What parameters is it based on?
Is there a documentation available for this tool that explains what all this parameters are supposed to represent?
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RE: Orgelf's works. second topic.
Massive work.. do you model everything in Zbrush or you do something in Sketchup (e.g masses/concept)?
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RE: visuel de plan tronqué apres mise à jour
Try to turn on all the layers in the "tags" panel and se if it's something related to layer visibility.
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RE: Fredo6 Plugins automatic focus on modal missing since Sketchup2024
there is nothing I can do (or other scripts can do)
Well, actually I've found myself in the same exact situation with the TAB key causing the viewport to lose focus in SU2023+, but i guess I've managed to find a working solution for this in a couple of plugins.
Check your inbox, is included in the things I shared today. -
RE: [Plugin] LordOfTheToolbars - v3.0a - 21 Apr 26
When you pay money for a product
Isn't Lord Of The Toolbars free??
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RE: [Plugin] FredoBend - v1.3b - 04 May 26
I would like to ask you to share this interesting plugin. I created a lot of interesting things myself with the help of Claude. It's interesting to see what others are doing.
It's currently in the last (I hope so) alpha stage, I'll need to fix a couple of edge cases before it can go beta.
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RE: [Plugin] FredoBend - v1.3b - 04 May 26
I also want to suggest that after using the plug-in, the components do not deform, bend in shape and retain their component properties
I don't understand what you mean.
Wow, I realize that I didn't understand correctly the proposal, so I retreat my + 20 on this.
Because you basically can't do that in Sketchup (you'd need some sort of modifier system similar to the 3dsMax one to accomplish this).
I understood that he was talking about a non-slicing behavior instead (which would be preferable). -
RE: [Plugin] FredoBend - v1.3b - 04 May 26
I am not sure it is possible to identfy and carry over the quad mesh, because of the slicing.
I guess it's super-difficult when you need to slice (so you are creating new geometry with new vertex-order/face-IDs), but it's actually quite easy when you just need to deform.
The key is that you apply preemptive triangulation (with different properties for planar quads/planar n-gons) at the very beginning of the deforming operation in order to stabilize vertex order, edge properties and UV mapping, then you can safely preserve/restore everything once the deformation is done.I'm not a programmer, but I managed to formalize the whole algorithm decently enough that Claude can execute that brilliantly (based on the steps that I use to do manually in order to stabilize a mesh for proper Subdivision/Uv-mapping workflow).
I achieved good deformations which are reliably preserving quads, and UV mapping with decent fallback methods for n-gons.
I was planning to share the code with you regardless (for review before publishing it on Sketchucation), I think it could be interesting if you could integrate (and probably improve) it in some of your plugins, this one could be a clear candidate. -
RE: [Plugin] FredoBend - v1.3b - 04 May 26
the triangulating line that appears after using the plugin should become soft+smooth
Nope.
It should be soft = true; smooth = true AND cast shadows = false otherwise it will not work.I also want to suggest that after using the plug-in, the components do not deform, bend in shape and retain their component properties
I agree +20 on this!
I already said that in the original discussion on Trimble forum and I 100% stand on that.
Slicing should be optional. The default behavior should be "deform only", that would make more sense.
