@ Box: Hai, I use that methosd in some circumstances, but it doesn' work so well when trying to scale a mountain range, or something of that nature. I appreciate the suggestion though!
Posts made by SpookyChick1013
-
RE: [Plugin][$] Vertex Tools
-
RE: [Plugin] Bitmap To Mesh
I no longer do business with Dropbox. Long story.
I did solve the problem. Somehow an earlier version of the plugin got left behind when I updated it the other day. Removed it, no more problem.
Thanks anyway.
-
RE: [Plugin] Bitmap To Mesh
Thanks Dave; I would, but .bmp extensions are not allowed. (just tried to upload the bmp as an attachment) Besides, I think the problem may be something tweaked with the plugin in regard to it's interaction with SU 2017. Since I updated a few days ago, the plugin keeps trying to make a second copy of the mesh at the time when it completes the first, and throws an error.
By the way, been meaning to say this for years, I like your signature.
-
RE: [Plugin] Bitmap To Mesh
2017/SketchUp/Plugins/tt_bitmap2mesh/error_reporter/error_reporter.rb:289:in
each' C:/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/tt_bitmap2mesh/error_reporter/error_reporter.rb:289:in
trigger_event'
C:/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/tt_bitmap2mesh/error_reporter/error_reporter.rb:250:inblock in create_dialog' SketchUp:1:in
call'Having problems with this plugin not generating things Bitmap iin this case was 128 pixels on a side, no colorspace info, etc. Just the way it's supposed to be. I'm now stumped.
Thanks in advance help is greatly appreciated
-
RE: [Plugin][$] Vertex Tools
The Gizmo, because that was the only thing I had ever seen in VT. I found out why I thought that was the only method of scaling. I apparently had settings tweaked so the Gizmo would show up anytime I clicked on scale. Even so, neither the Gizmo, nor the scale tool does what I need at the moment. The scale tool keeps tapering things for some reason...
I guess I'll just have to find some other way to do things. A shame really, because in many other ways VT is great for Terrain forming.
Thanks!
-
RE: [Plugin][$] Vertex Tools
I thought that was the VT scale tool...? I'm confused now...Maybe there's something I'm missing? If there is something I'm missing, I do apolgise for being an ID10T error. Apparently that's a sin to some people around here, (not talking about you by the way,Thom) as I've found in the past.
I do appreciate you logging this though. A solution that would make it work more like Fredo's scale tool would be awesome.
-
RE: [Plugin][$] Vertex Tools
Hmm. I guess I didn't do a very good job of explaining the problem. The Scale tool in VT seems to scale both up and down on whatever axis, from the centerpoint of the tool, or the selected geometry. It's not a matter of trying to scale to 0. Maybe if I put it this way; If I have a mesa in a piece of flat ground, and I select only the pillar portion of the mesa, and try to scale it upward in height by a factor of three, I should only have vertices moving upward. Instead, I get some vertices moving upward, and some moving downward, leaving the pillar of the mesa, now sitting in a narrow crater. How do I alter settings so it only scales upward from the lowest point of the selected geometry? I keep thinking I remember it working this way once upon a time...
I'll try to post some illustrations of the problem soon.
THanks
Ok. Pics. THis is what I'm trying to do is scale the selected portion to be 3 times the current height.
And this is what I get. Note the geometry around the pillar is scaled downward. I need to know how to turn that off, if it's possible. I hope the pictures help. -
RE: [Plugin][$] Vertex Tools
Thom, I love the plugin, but there is a problem I keep running into, and I'm not sure if it's just a missing feature, or if it's a PEBKAC error. Is it possible to scale things unidirectionally?
For example, select group of vertices, and then scale with gizmo tool only in the positive direction on the chosen axis, instead of what it currently does, which is scale in both positive and negative on the chosen axis?
If there is a way to do this, it would make me very happy, as currently, this is not as useful to me as it could be for shaping terrain, which is my main use for VT.
In order to avoid this being a Pebkac error, I havealready looked over the manual, and read back through the thread. So far, I haven't found a way to do this. Basically, I just want hte scale function to work the same way SU's native scale tool does, or Fredo's scale tool. As it is right now, it acts like Fredo's scale tool after you press CTRL, with no way to turn that off.
Arigato!
-
RE: [Plugin][$] JointPushPull Interactive - v4.8a - 30 Mar 24
What? Wooops! You're right. I try to keep things updated, but somehow that one slipped past me.
I'll let you know once I've had a chance to test things. Thanks Fredo!
Update"Installed teh new version, made sure everything was updated, no conflicting versions, and presto, the same error.
@unknownuser said:
%(#40BFFF)[Date: 22-Mar-19 11:54:25
An error occurred in Round Push Pull
Error in generation of the geometryundefined method `collect' for nil:NilClass
jointpushpullgeometry.rbe: 1529 -- geometry_rounding_mesh
jointpushpullgeometry.rbe: 1362 -- block in geometry_create_roundings
jointpushpullgeometry.rbe: 1361 -- each
jointpushpullgeometry.rbe: 1361 -- geometry_create_roundings
jointpushpullgeometry.rbe: 269 -- geometry_robot_prepare_mesh
jointpushpullgeometry.rbe: 212 -- robot_call_action
jointpushpullgeometry.rbe: 183 -- geometry_robot_exec
jointpushpullgeometry.rbe: 166 -- geometry_robot
jointpushpullgeometry.rbe: 81 -- block in geometry_execute
lib6operation.rbe: 365 -- call
lib6operation.rbe: 365 -- step_geometry
lib6operation.rbe: 413 -- start_execution
jointpushpullgeometry.rbe: 81 -- geometry_execute
jointpushpulltool.rbe: 1119 -- go_preview_or_geom
jointpushpulltool.rbe: 845 -- dragging_stop]It happens whether I use the VCB or not. What I'm trying to do is Round PushPull the faces highlighted in the enclosed sreeen snip
If you need the model, let me know where to send it and I will do so.Cathryn
-
RE: [Plugin][$] JointPushPull Interactive - v4.8a - 30 Mar 24
Massively useful plugins as always Fredo. Had the following error found when attempting round pushpull. Here's the log dump.
Thanks in advance!
Date: 19-Mar-19 09:41:55
An error occurred in Round Push Pull
Error in generation of the geometryundefined method `collect' for nil:NilClass
jointpushpull4geometry.rbe: 1450 -- geometry_rounding_mesh
jointpushpull4geometry.rbe: 1283 -- block in geometry_create_roundings
jointpushpull4geometry.rbe: 1282 -- each
jointpushpull4geometry.rbe: 1282 -- geometry_create_roundings
jointpushpull4geometry.rbe: 267 -- geometry_robot_prepare_mesh
jointpushpull4geometry.rbe: 211 -- robot_call_action
jointpushpull4geometry.rbe: 182 -- geometry_robot_exec
jointpushpull4geometry.rbe: 165 -- geometry_robot
jointpushpull4geometry.rbe: 80 -- block in geometry_execute
lib6operation.rbe: 365 -- call
lib6operation.rbe: 365 -- step_geometry
lib6operation.rbe: 413 -- start_execution
jointpushpull4geometry.rbe: 80 -- geometry_execute
jointpushpull4tool.rbe: 1034 -- go_preview_or_geom
jointpushpull4tool.rbe: 812 -- dragging_stop -
Generating random point cloud
Anyone have any interest in creating a plugin to create a random point cloud? Or any ideas of how to actually code that sort of plugin?
I'm looking for the ability to generate a random point cloud with some parametric controls, like min and max height, max distance from selected point, etc.
Thanks in advance
-
RE: UV mapping / Texturing
Used those. Did not obtain satisfactory results. That's why I was here asking the question I asked.
ThruPaint works fine for some applications, but not all of them, and SketchUV has always been a nightmare to use. I admit I haven't tried Wrapr, bu then $.
I guess what I should have asked was not so much about surfaces as about projecting to individual polygons, by those polygon's normals.
As far as the blending of textures, it's possible, and it's been done, in TW Render's terrain tools. Unfortunately, that is only for top down elevation change applications with terrain / vegetation / ground cover.
There's nothing else quite like 3d modeling and rendering to humble a person, just when they start feeling like they understand things
-
UV mapping / Texturing
Maybe this is a dumb question, and an even dumber idea, but with regard to UV mapping, has anyone ever considered maybe just projecting the texture to each surface, along the average of that surface's normals? Maybe as a way of working around the unacceptable distortion which happens with the various projections or modes?
Also, are there any UV tools available which will allow a user to blend texture edges together, thus avoiding really ugly artifacting?
I hope these questions make sense to someone other than me. I have a couple of organic models I'm trying to texture, and I keep running into problems with the UV mapping, and the various UV mapping utilities I have don't seem to be helping much. Now this may all be PEBKAC error, but as I thought about the issue, the above idea came to mind, so I'm tossing it out there for someone to look at.
If this post seems more braindead than my usual posts, it's probably due to lack of sleep
-
RE: Probably a silly question, but...
Thanks, Box! Greatly appreciated, my friend. I knew I was missing something that was right in front of me. I guess that's what happens working two weeks straight.
Anyway, thanks, and answer accepted!
-
Probably a silly question, but...
Thom Thom, Hi!
I just purchased Sub and Vertex Tools both, and received my license key for both. IS there somewhere I need to enter that license key? I ask because after installation, I was not prompted for anything, and this seems different from most licensed software, which begins clamoring for a key ffrom the moment it's installed.Great plugins, by the way. Thank you for the wonderful contributions to SU that you've made over the years, and the wonderful software!
Cathryn Shaw
-
RE: [Plugin] TIG-Fracture
Thanks, TIG!
As always, my friend, you are simply AWESOME!
I hadn't caught the compatibility tag. My bad for not reading closely enough. Thanks for updating things anyway. That just makes you even more awesome. SketchUp is what it is today because of all the wonderful Plugin / Extension authors.
Here are the afore-mentioned chocolate chocolate-chip macadamia nut cookies:
-
RE: [Plugin] TIG-Fracture
Rise, Thread! Rise, I say! Necro, Necro, Necro, Bring life back to this dead thread!
Hey Tig. I just started to use fracture, and I really like the plugin.
I do have one question. Has the Exploded or Scaled functionality been removed? Neither one is working for me. I am using SU 2017 Pro x64 on a AMD 8-core 4.0 GHz, 16GB RAM, Win 7 x64 SP1.
Error; #<TypeError; reference to deleted DrawingElement> C;/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/TIG-Fracture.rb;191;in `bounds' C;/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/TIG-Fracture.rb;191;in `block in exploder' C;/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/TIG-Fracture.rb;190;in `each' C;/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/TIG-Fracture.rb;190;in `exploder' C;/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/TIG-Fracture.rb;171;in `new' C;/Users/Mistress Venhallyn/AppData/Roaming/SketchUp/SketchUp 2017/SketchUp/Plugins/TIG-Fracture.rb;85;in `block (2 levels) in <module;Fracture>' SketchUp;1;in `call'
The above is what comes up in the Ruby Console.
Any help will be greatly appreciated, and rewarded with cookies.
Cathryn Shaw
-
RE: Plugin Request
Which version are you using? The version I have looks like this (see below). Took me a good while to realise that the "Copy the ORiginal" box had to be set to no, which unfortunately is not the default setting.
I finally got things figured out. Sort of.
Below, the kind of results I'm looking for.
I appreciate the help with things. I'm in kind of a difficult position in a way. Most of the 3d software out there either has a User Interface that will make your eyes bleed, and lead to samurai pattern baldness, from tearing out your hair (Blender) or cost enormous amounts of money, (anything from Autodesk), or is so unstable and crashprone as to be nearly unusable (Lightwave. It's almost abandonware at this point.)
So, I use SketchUp. Unfortunately, SU has gone almost completely in the direction of Architecture, which is not all that helpful for Sci-Fi illustrators like myself. I'm always looking for workarounds, and shortcuts, plugins and extensions. Anything to speed up model building, and cut down on post production.
Meanwhile, the field of Sci-Fi illustration has gone over mostly to the Autodesk side of things. I don't know anyone with the ability to pay 3700 USD for a single seat software license.
The community here on sketchucation has always been really helpful. I really can't thank people enough for the help I've gotten here, and all the things I've learned, sometimes just from lurking and reading.
SO, Thank you once again, and may you not be in the path of the next hurricane.
Cathryn
-
RE: [Plugin] Eclate_Deplace (fragmentation-exploded view)
Ken referred me here, from the plugin request I made. This is almost what I was looking for; works quite well too.
Is there anyway that capability to handle a specified range of distances, could be added? Essentially being able to enter minimum distance / maximum distance, and then execute is the work flow I'm looking for.
Thanks,
Cathryn Shaw -
RE: Plugin Request
Thanks, Ken. I'll give it a try. I had somehow got the idea that Eclate Deplace was for exploding components. Taking a quick look at the forum thread, this looks like it might work, if it's 2017 compatible and also if I can figure out how to install a barenaked .rb in SU2017
@unknownuser said:
Done. Try Eclate_Deplace. Use it all the time to make exploded views.
And here is where you can find it.
http://sketchucation.com/forums/viewtopic.php?f=323&t=24390&hilit=Eclate_Deplace
Cathryn
Update:
Thanks Ken, and also thanks for pointing me to the thread. E/D works pretty nicely!
Almost what I'm looking for, but not quite. I need to be able to set a minimum and maximum so that it is random radial movement within a specified range.If anyone's still maintaining the code, I'll ask and see if someone could add that functionality. If they can't I can probably work around it.Also, the UI certainly has elements I've no need for, (or at least think I've no need for them), and that are just plain confusing. I admit freely, much to my everlasting shame, I wouldn't know a cosine from a coefficient if they both came up and did the dance of the seven veils on my nose!
I had some really, viciously bad math teachers all the way through school. I've made up for part of the deficit in all the years since, but I'm still way behind the level I want to be at.
Anyway, thanks Ken.
Cathryn