Thats great to know! thanks.
Then gonna focus on improving them.
Your being great, we all need feedback for the things we do.
Otherwise how could we learn anything
Thats great to know! thanks.
Then gonna focus on improving them.
Your being great, we all need feedback for the things we do.
Otherwise how could we learn anything
Thats correct for now.
These are the current outputs for mariner and roller chains (using default values):
But I'm planning for that auto follow path feature, would save a lot of time.
obs: "Railroad along" already does that by default, it needs a selected path.
Ok, not all fair advertising.
For physically realistic placed chains I used 6 other extensions:
1. Convexify (by: Fredo6): https://sketchucation.com/forums/viewtopic.php?f=323&t=61145
2. Curvizard (by: Fredo6): https://sketchucation.com/plugin/804-curvizard
3. BezierSpline (by: Fredo6): https://sketchucation.com/forums/viewtopic.php?f=323&t=13563
4. MSPhysics (by: Anton_S): http://sketchucation.com/forums/viewtopic.php?f=323&t=56852
5. ClothWorks (by: Anton_S): https://sketchucation.com/plugin/2053-clothworks
6. JHS Powerbar (by: CadFather, R Wilson, SD Mitch & others): https://sketchucation.com/pluginstore?pln=JHS_Powerbar_2019
Rendering/Composing: Vray + Photoshop.
Usage:
Mariner chains:
Step 1: Make a low poly mesh with same dimensions of final model.
Step 2: Convexify for solid slicing/decomposing, in order to allow MSPhysics to work properly.
Step 3: MSPhysics for physically realistic placing.
Roller chains:
Step 1: Make a line path.
Step 2: ClothWorks for physically realistic placing. (yes, it also works with lines)
Step 3: Curvizard for path smoothing.
Step 4: BezierSpline for equalizing path edges length, matching chain link length.
Step 5: JHS Powerbar for disposing chain link component along line path.
Resum:
Currently (for chains) Tax Tools only creates links mesh and displace them in line.
Maybe I add an auto "path placing" feature, but it wouldn't be as much realistic as this method.
@ntxdave said:
@tax said:
@ntxdave said:
How about some documentation with some more detailed info about the tools and how to use them.
Sure! I may also post a video about it.
Adding it on next updates.Thanks.
Looking forward to it. Showing some examples (more than just a picture) would be good. As I have looked at your pictures (I.e. the chain links and springs), I wondered how you did it (what did the tool do to accomplish the model).
What about that?
For more complex ones I may show some examples variations.
@ntxdave said:
How about some documentation with some more detailed info about the tools and how to use them.
Sure! I may also post a video about it.
Adding it on next updates.
Thanks.
@leohominis said:
Uau, por mais ferramentas assim no SketchUp. Parabéns mesmo. Espero que a trimble um dia se toque e de uma olhada para nós da impressão 3D e modeladores de mecânica. Nem todo mundo usa o SU para Arquitetura. Obrigado
Hey Leo, thanks! I appreciate it.
On 3d printing matter, theres the "SketchUp for 3D Printing" category:
https://sketchucation.com/forums/viewforum.php?f=388
As far as I know, SU still missing advanced 3d printing features. But its worthy to keep in tune on that, theres already some functions like import/export stl and slice. May be more.
About mechanics.. theres some great old options
mostly for bolts/screws and gears, such as Bolt maker (by Sam D Mitch):
https://sketchucation.com/pluginstore?pln=Bolt_Maker
There is much more possibilities (like hinges, pistons & structures)
I'm trying to fill some of these blind spots. SU still has a great potential.
Feel free to give some suggestions.
Thanks again
Well.. instant road nui looks like a miracle itself.
The way it intersects & cuts terrain it being a face (not solid) is a mystery to me.
https://valiarchitects.com/subscription_scripts/instant-road-nui
Even so, intersections other than 90º seems to be the real challenge.
I wouldn't say a decent well finished tool, but I'd be pretty happy with a simple face doing good junctions on high inclinations.
I'm gonna try it as soon as I find out a reasonable concept idea
No promisses.
@rv1974 said:
It was kidding -- some good example of Poe's law.
oh, got it
Yeah, made me question myself.
@unknownuser said:
Why would you burn your precious time if we already have universal Profile Builder for ages?
Actually I didn't know about "Profile Builder". It looks awesome! thx.
https://profilebuilder4sketchup.com/
There is also "Maj Follow Me" witch may help for profile extrusions:
https://sketchucation.com/pluginstore?pln=MAJ_FollowMe
So I'll let metallic beams aside for a while.
But there's still a long path for a traffic road maker.
The main problem I see is intersections.
I read once some pros was developing a city builder, but its uncontinued as far as I know.
So it may be a good time to take a look on it, since it would be really usefull for most users.
Feel free to give a suggestion for real
@rv1974 said:
Any plans for randomly colored bike bell tool?
Hey! thanks for your suggestion, I appreciate it.
Currently I'm trying to keep it the more wide range, multiple cases uses & customizable as possible, so it would be more useful for everyone.
I feel like a bike bell is too specific, it could easily be a once in life use.
Also it's not much customizable on any visual matter (apart from colors).
So (in cases like this) I think it would be more practical for all of us to get a model from warehouse and change it manually.
Even that its super cool algorithm generated geometry like ThomThom's teapot:
https://sketchucation.com/pluginstore?pln=tt_teapot
For random colors you can use Chris Fullmer's Random Painter:
https://sketchucation.com/forums/viewtopic.php?f=323&t=16484
I'm considering to make "Road along path", "Procedural buldings", "Pistons", "Metallic beams"...
Let me know if you guys have more suggestions.
Thx.
[free] [opensource] (SU>=17) (Win7/10/11 or Mac - 64bits)
DESCRIPTION:
Along path features, mechanical parts, color harmony pallete, SU links +other utilities.
FEATURES:
• Displacer;
• Follow Rotate Scale;
• Railway along;
• Mariner chain Along;
• Roller chain Along;
• Bicycle wheel;
• Spur gear;
• Adjustable suspension;
• Spheric spring;
• Linear spring;
• Color pallete; (color harmony tool)
• Remove materials;
• Disguise pattern;
• Agroup by loose;
• Multiple push pull;
• SU links; (SU related web links)
• Selection report;
• Vray alarm;
• Edge groups;
• Del faces;
• Remove instance names.
USAGE:
Menu path: Extensions > Tax_Engineering
Toolbar: Tax Engineering
DOCS can be found on: Help > Docs
Modus UI:
Follow Rotate Scale:
Color pallete: (old interface)
Railway along:
Roller chain along:
Mariner chain along:
Displacer:
All in v5:
Suspension and springs:
Chain links and spur gear:
Chain links:
Chain links and spur gears:
Change log:
v10.9 - Update check, settings, toolbar, sound effects.
v10.8 - Improved some terminology & allowed Mac users; (Thx to Trans-Galactic Express);
v10.7 - Added wheel presets & fixed spur gear verifications;
v10.6 - Improved spur gears maker;
v10.5 - Added more mariner chain presets;
v10.4 - Added roller chain presets;
v10.3 - Added more su links and mariner chain presets;
v10.2 - 'Remove instance names' added;
v10.1 - 'Del faces' added & bug fix;
v10.0 - Displacer added;
v9.3 - Edge groups added;
v9.2 - Scaling improvement (less viewport clipping) and documentation;
v9.1 - UI improvements;
v9.0 - Base Modus UI implemented.
v8.2 - Added rotation&scale phase offset, 3 up reference modes + UI & code improvements.
v8.1 - Added more interpolation modes on Follow Rotate Scale
and bug fixes.
v8.0 - Added Follow Rotate Scale, selection report, vray alarm, +SU links, dev shortcuts.
v7.2 - Added follow path feature for roller chain, SU Links, Selection report & bug fixes.
v7.1 - Added follow path feature for mariner chain.
v7.0 - Added color pallete, remove materials, disguise pattern, agroup by loose & multiple push pull. (+name change)
v6.3 - Forgot a piece of code used for debugging that prints a txt file on the desktop. Sorry, fixed now.
v6.2 - Bug fixes and "bicycle wheel" feature is now stable.
v6.1.b - Bug fix where rails face wasn't generated on last section in loops.
v6.0.b - Added railway along path;
v5.0.b - Added bicycle wheel and tyre;
v4.0 - Added springs, suspension and code improvements;
v3.0 - Added spur gear and code improvements;
v2.0 - Added roller chain;
v1.0 - Mariner chain.
OBS:
Log/debug infos are printed on console.
Considerations:
Multiple push pull is basically a version of ThomThom's concept, but it allows agrouping and mass operation with a freeze prevention method.
Selection report
is based on Chris Fullmers one.
Follow Rotate Scale is based on old Wikii
s feature witch works up to SU16.
Thanks to Trans-Galactic Express for his contribuition.
Similar extensions:
[parametric] [free] [opensource] [Tested on SK 2017/2018]
Make mechanical parts (mariner and roller chain links, spur gears, springs, suspensions, bicycle wheels and railway along path) based on parametric specifications.
Railway along path: (NEW)
All in v5:
Suspension and springs:
Chain links and spur gear:
Chain links:
Chain links and spur gears:
Path:
Menus:
Change log:
v6.3 - Forgot a piece of code used for debugging that prints a txt file on the desktop. Sorry, fixed now.
v6.2 - Bug fixes and "bicycle wheel" feature is now stable.
v6.1.b - Bug fix where rails face wasn't generated on last section in loops.
v6.0.b - Added railway along path;
v5.0.b - Added bicycle wheel and tyre;
v4.0 - Added springs, suspension and code improvements;
v3.0 - Added spur gear and code improvements;
v2.0 - Added roller chain;
v1.0 - Mariner chain.
OBS:
Log/debug infos are printed on console.
[parametric] [free] [opensource] [Tested on SK 2017/2018]
Make mechanical parts (mariner and roller chain links, spur gears, springs, suspensions, bicycle wheels and railway along path) based on parametric specifications.
Railway along path: (NEW)
All in v5:
Suspension and springs:
Chain links and spur gear:
Chain links:
Chain links and spur gears:
Path:
Menus:
Change log:
v6.3 - Forgot a piece of code used for debugging that prints a txt file on the desktop. Sorry, fixed now.
v6.2 - Bug fixes and "bicycle wheel" feature is now stable.
v6.1.b - Bug fix where rails face wasn't generated on last section in loops.
v6.0.b - Added railway along path;
v5.0.b - Added bicycle wheel and tyre;
v4.0 - Added springs, suspension and code improvements;
v3.0 - Added spur gear and code improvements;
v2.0 - Added roller chain;
v1.0 - Mariner chain.
OBS:
Log/debug infos are printed on console.
1-2 radius spiral and Archimedean spiral sphere algorithms.
I know there are a few great and free plugins out there, but maybe you want to use these functions inside your own program. So just sharing:
1 radius spiral:
def spiral1(radius, height, laps, edgesperlap)
model = Sketchup.active_model
entities = model.active_entities
@Spiral1 = Sketchup.active_model.entities.add_group
@Lap = @Spiral1.entities.add_group
@TotalEdges = laps * edgesperlap
@Zincrement = height / @TotalEdges
@EdgeAngle = 360.00.degrees / edgesperlap
@LapHeight = height / laps
#Make 1st lap
@point1 = [radius, 0, 0]
for step in 0..edgesperlap
@x = Math.cos(@EdgeAngle * step) * radius
@y = Math.sin(@EdgeAngle * step) * radius
@z = step * @Zincrement
@point2 = [@x, @y, @z]
@line = @Lap.entities.add_line @point1, @point2
@point1 = @point2
end
#Copy-Paste all laps
for step in 1..(laps-1)
@Copy = @Lap.copy
@Copy = @Copy.move! [0, 0, @LapHeight*step]
@Copy.explode
end
@Lap.explode
@Pt1 = @Spiral1.entities.add_cpoint [0, 0, 0]
@Pt2 = @Spiral1.entities.add_cpoint [0, 0, height]
end
spiral1(5.mm, 100.mm, 25, 36)
2 radius spiral:
def spiral2(radius1, radius2, height, laps, edgesperlap)
model = Sketchup.active_model
entities = model.active_entities
@Spiral2 = Sketchup.active_model.entities.add_group
@TotalEdges = laps * edgesperlap
@Zincrement = height / @TotalEdges
@EdgeAngle = 360.00.degrees / edgesperlap
@LapHeight = height / laps
@Reduction = radius2 - radius1
@ReductionPerEdge = @Reduction / @TotalEdges
@point1 = [radius1, 0, 0]
for step in 0..@TotalEdges
@Radius = (radius1 + (@ReductionPerEdge * step))
@x = Math.cos(@EdgeAngle * step) * @Radius
@y = Math.sin(@EdgeAngle * step) * @Radius
@z = step * @Zincrement
@point2 = [@x, @y, @z]
@line = @Spiral2.entities.add_line @point1, @point2
@point1 = @point2
end
@Pt1 = @Spiral2.entities.add_cpoint [0, 0, 0]
@Pt2 = @Spiral2.entities.add_cpoint [0, 0, height]
end
spiral2( 5.mm, 15.mm, 100.mm, 10, 36)
Archimedean Spiral Sphere:
def spiral_sphere(radius, revolutions, edgesperrev, cutoff)
#Defining group
model = Sketchup.active_model
entities = model.active_entities
@Sphere = Sketchup.active_model.entities.add_group
#Defining variables
radius = radius.to_f
revolutions = revolutions.to_i
edgesperrev = edgesperrev.to_i
cutoff = cutoff.to_i
@TotalEdges = revolutions * edgesperrev
@VerticalStep = 180.00.degrees / @TotalEdges
@HorizontalStep = 360.00.degrees / edgesperrev
#CutOff (0% - 100%)
@cut = (@TotalEdges / 100.00 * cutoff)
@start = (@cut).to_i
@ending = (@TotalEdges - @cut).to_i
#Defining 1st point
@LocalRadius = Math.sin(@VerticalStep * @start) * radius
@x = Math.cos(@HorizontalStep * @start) * @LocalRadius
@y = Math.sin(@HorizontalStep * @start) * @LocalRadius
@z = Math.cos(@VerticalStep * @start) * radius
@point1 = [@x, @y, @z]
#Making spiral
for edge in @start+1..@ending
@LocalRadius = Math.sin(@VerticalStep * edge) * radius
@x = Math.cos(@HorizontalStep * edge) * @LocalRadius
@y = Math.sin(@HorizontalStep * edge) * @LocalRadius
@z = Math.cos(@VerticalStep * edge) * radius
@point2 = [@x, @y, @z]
@line = @Sphere.entities.add_line @point1, @point2
@point1 = @point2
end
@CenterPoint = @Sphere.entities.add_cpoint [0, 0, 0]
end
spiral_sphere(50.00.mm, 10, 36, 0)
Some ready plugins: