@rv1974 i mainly use that feature to select all group copies and convert them to components (whenever I copy something around by mistake without making it a component to begin with). Never noticed that behaviour.. not sure if the glitch is related to the plugin. Most likely is some problem with SketchUp itself and how it natively handles sub-components local transform. The plugin is probably "bruteforcing" the intended SketchUp behaviour (which is working INSIDE the current context).
Posts
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RE: [Plugin] Axyz - v1.1a - 8 June 24
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RE: [Plugin] Axyz - v1.1a - 8 June 24
@rv1974 with selection toys you can select all instances at once, included the ones outside the current context and then copy, cut, delete move or do whatever you wanna do.
Edit. I tried right now and it looks that with a lot of components scattered across different contexts, they are pasted using their original group local transform instead of world transform. Even if you use "paste on place". Weird.
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RE: [Plugin] Axyz - v1.1a - 8 June 24
@rv1974 said in [Plugin] Axyz - v1.1a - 8 June 24:
@Rich-O-Brien Yes and no. without copying Select Instances+Axyz works fine.
Maybe you with(?) Fredo could develop a new rock solid version of "select all instances"?
BTW many people request "select all instances" that would copy all instances regardless the context to the memory buffer. the 20 y.o. one that I use can't do that.Sorry for the late answer, but.. did you try Selection Toys?
Selecti a single instance, right click and in the context menu go to "instances" and then you can choose if you want select "all" (regardless the context) or "active" (all instances in the current context). -
RE: FreeCad 1.0
@GrimReap did you use it with individual parts or it can manage models with multiple elements like machinery and such?
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RE: Flowify
@Rich-O-Brien said in Flowify:
400k entities
Which eventually will become 400 millions after the flowify cut
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RE: FreeCad 1.0
@Rich-O-Brien looks interesting.. is it robust enough to open complex stp files or it's meant to be used only for small objects?
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RE: [Plugin] QuadFaceTools
@alsomar said in [Plugin] QuadFaceTools:
other software such as Substance Painter or RizomUV may struggle to handle these duplicates correctly
Hi Alejandro, I have no problem at all in Substance with QFT obj files (I can even bake hipoly objs into low poly objs with no issue).
BTW it's a known problem and has been there forever.
There's also a problem with unwelded UV islands (the UV are in the right places but actually each quad has cuts/seams at all edges).I shared a few info and workarounds about this problem years ago, but unfortunately Thom is really busy and apparently doesn't have time to fix it for now, so we still have to use workarounds.
[Plugin] QuadFaceTools
@summerson1990 said: @pilou said: Why not export from Max only unwelded quads? (separated) I have found that it's probably best of all to export from max ...
sketchucation (community.sketchucation.com)
The workaround in 3dsMax I mentioned in that post is outdated.
Now I just filter the selection for polygons with 3 sides (in the selection tab) and erase all of them.
In some cases I also export from QFT to Blender and then export an FBX to 3dsMax. -
RE: NEW Forum Software Issues
@Rich-O-Brien
That's fine, I was just wondering if any important stuff in messages could be lost.
I can wait for sure..
By the way this works pretty nice on the 4,5" screen of my phone.
The old forum was almost unusable. -
RE: NEW Forum Software Issues
@Rich-O-Brien said in NEW Forum Software Issues:
Its been a huge undertaking to get the old content into this newer system.
Wow, really promising so far..
I wonder if beta forum and old private messages will be retrieved later on or if they are lost.. -
RE: Kemp's Outpost
@duanekemp said:
not a solution for "on purpose" projects.
A couple of weeks ago, while I was modeling that compost turning machine you probably saw on sketchup facebook page, a friend came out with one of those "magic" AI modeling website..
He prompted the robot to produce "A square sofa pillow with white and red stripes" to put it in a rendering.
The robot proposed 4 different (half decent) pillows and he was like "You see? You can use this stuff for actual work".So I was curious to test it for my "actual work" and prompted in more or less the following (which were the exact requirements for my animated model) just to see to what extent it could be "useful":
I need a self-propelled compost heap turning machine, about 3 meters tall and 4 meters wide.
It should consist of 3 draw calls, the first one for the main body, the second one for the animated tracks and the third one for the animated roller.
The main material should be orange paint with compost splats coming from below and the "AMIU Puglia S.p.a" logo on the back of the cabin.
The textures should be packed for Unity HDRP metallic-smoothness PBR shader.
I need the UV chart to be split in 2 different UDIM tiles, a 4k set for the main body and a 2k set for the animated parts.
It should be rigged to follow a spline and I need constraints on the tracks and the roller in order to follow accordingly whenever the model animates along the splineThe robot proposed 4 different machines similar to a coffee grinder (static models, with only base color map, about 1m x 1m x 1m large, with no tracks or roller whatsoever).
Two were blue and two were green.
None of them was at least orange.So yeah.. that's it
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RE: Kemp's Outpost
@jo-ke said:
The light is often better in diffusion.
Yeah, in those few cases in which the sun isn't casting shadows in 4 different directions, maybe..
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RE: Compound Curve
@rich o brien said:
I have them as shortcut keys. If I want to TRIM I just copy the cutter to memory buffer before the boolean. CTRL+V will bring it back.
That's the key point.. I'm a "toolbar man" can't remember that many button, I have really bad memory.
But I have custom toolbars set up, so I can keep a compact group of just 3 buttons: add, group-add and split (from BoolTools2).
I always feel that split is the most versatile "subtractive" boolean.
Your point about trim is valid, but what if you need intersect?
Split may serve as subtract, intersect and trim and takes a single button on my toolbars.But.. probably the real reason why I prefer Split is that, for the kind of models I mainly do for work, I barely use booleans. They tend to create unsuitable topology..
I use booleans mostly when I do hobby projects to build something out of wood.
I don't want to waste wood, so with Split I can more easily keep track of the leftovers and scraps to do this kind of stuff. -
RE: Flowify problems
@Rich The text in your example is pure genius
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RE: Compound Curve
I know this was already solved, but I would say that in this kind of situation (when you already have the 2 objects) I usually prefer to use Split.. so you don't have to draw the cutters just for the sake of doing the boolean and you end up with less total clicks.
Nobody loves Split.. I do. -
RE: How long does it take to produce a good render?
@mike amos said:
It looks as though rendering is going through a once a decade shift, so many ?AI? render sites/programs etc are coming on stream so the next basic toolset might just include a bluddy dictionary........
How many old stle render resources will still be here within the next two years? Twilight is gone now and others like Maxwell have glacial development lead times while the current ethos appears to be constant change.
This is one of the main reason why I'm more and more specializing in very specific stuff, detailed/animated objects, custom shapes and textures, optimized models for VR/AR/realtime/web, teaching 3d for VR developers and all this kind of technical-oriented stuff.
Where i live the "classic" render market is already bloated with people working fast, but at really bad quality and underwaged, possibly cracking software and avoiding taxes in most cases.
So i think AI will make not a big difference for me (at least in the next few years), right now is a problem of those sloppy "collegues".
I'm done with that market, their analog stupidity has already screwed that well before AI was even a thing.
The only option I found to survive is doing those "hard" stuff that they can't or want not learn to do.. I hardly recall the last time I did a "classic" architectural still render -
RE: [PLUGIN] Flowify v1.1.0 (updated 150327)
@dave r said:
Share the file so we can see what you've got going on.
Not necessary to upload the file, the screenshot clearly reveals that problem was between chair and keyboard.
Flowify requires you to select BOTH the component and the flowify rig at the same time before you run the command.
The guy has only the rig selected and not the stair component, so that the plugin doesn't work and of course ask for additional "input" (the beloved component). -
RE: [WrapR] Does anyone know what causes holes in the mesh?
@rich o brien said:
But how does SU read UDIMs? Separate maps? I know I read about this before with some other model you did but can't remember the workflow.
I did a quick recap in the thread about the Ferrari F2004, which was actually a pretty complex model.
Here's an extended overview of the full process I use to prepare the model for the cuts, the packing of the tiles and the final reload (including some tricks for unfolding flat strip throwing in a bit of Thrupaint and also to create an ID map straight in Sketchup). I'not sure which is the worst, if my english or my michrophone, but I hope it's itellegible enough.