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    Recent Best Controversial
    • RE: Hide edges

      @maverick83 said:

      Hi all
      I'm still watching tools tutorials! Well i've learned that if you select the erase tool and press shift key at the same time you can hide the edges but after that how can you show those edges again? They didn't explain that in the video!
      Thanks

      Maverick83,

      or

      View menu > check 'Hidden Geometry'
      p.s. [x-key toggles between show/hide 'Hidden Geometry']

      posted in Newbie Forum
      Wo3DanW
      Wo3Dan
    • RE: Prism problem

      @voder vocoder said:

      Wo3Dan, by what means did you place the guide point? What do you mean by "this could be endpoint A"?

      ~Voder

      Voder, interested in the beer, right?!! šŸ‘Š
      I just placed a guidepoint (A’) on the vertical line, measured A’B and moved A’ up and/or down till I got the right length AB= 2102,833625??? mm From now on A’ is called A.
      So this was done by trial and error, so to speak. And A is ā€œonlyā€ accurate 6 decimals. Thereby it could be THE point A, the one I'm after.

      I want the red and yellow plane dimensions unchanged after rotation while they now have a common edge length AB=2102,833625xxx mm

      But to be honest, I’m not really interested in being this precise. What I’m after is a decent
      way to do a rotation/snap in any situation, something SU unfortunately seems to lack.
      So a rotate/snap solely for the reason of better/easier 3D constructing.
      Not everything is as regular as a tetrahedron.

      Wo3Dan

      posted in SketchUp Discussions
      Wo3DanW
      Wo3Dan
    • RE: Prism problem

      @remus said:

      I must have been doing something weird when i tried that cube method originally, works like a charm now.

      Okay Remus, a beer or two now for you or anyone else with %(#FF0000)[a correct method šŸ’­ with only SU, no math, to solve the problem attached to my previous post. No trial and error though,] I did that already.

      posted in SketchUp Discussions
      Wo3DanW
      Wo3Dan
    • RE: Prism problem

      Unfortunately I have not found a solution for this problem in general (i.e. rotate/snap by pure construction), see attachment below.
      For special cases like the one presented here by fruitjelly (a tetrahedron) there always seem to be good workarounds. So next question: How would you solve the rotation in the attached model to get the one and only edge AB?
      (We had this discussion before about creating the perfect buckyball but that's also a special case)


      RotateSnapProblem.skp

      posted in SketchUp Discussions
      Wo3DanW
      Wo3Dan
    • RE: POLL: Would you attend a SketchUcation 3D Basecamp EU?

      @remus said:

      Top of the page wo3dan. there should be a few selection circles to choose.

      Thanks remus. No buttons anymore....!!! My wife looked over my sholder and pointed out that the poll is closed. Blind as I am I couldn't see that either.
      (I guess I shouldn't work(!?drink?!) so much.)
      Anyway, at least Coen got to know where I stand concerning the EU Basecamp. And it's just to get an overall view of who/how many is/are interested.

      cheers,
      Wo3Dan

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: POLL: Would you attend a SketchUcation 3D Basecamp EU?

      I must be utterly blind…. First I completely overlooked this important thread and now I can’t seem to find where to vote. Buttons, I need buttons!!! I’m from Europe, count me in. So I’ll do my best to attend, as long as it’s a practical and interesting location somewhere in Europe.

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: Server problems

      You (think you) are NOT an SU addict when …… you haven’t noticed a thing about SCF being off line for a while.
      Well, I noticed (…not going to tell you how many times šŸ˜‰ ).

      Anyway, thanks Coen for your efforts and good job šŸ‘ . Very very much appreciated, as for THE news letter!!!

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: Are you ready for SketchUp 7 news?

      Paul,

      Another (your) guess… but I think you may be right. I came to the same conclusion the very first time that I saw the announcement. Why should Google wait for Coen or anyone else to be the first? It is going to be either ā€œall togetherā€ or ā€œGoogle firstā€.
      Personally I don’t mind waiting (quite) a bit longer. There isn’t much that I can not do with SU6 right now.
      Joking about what is going on backstage is okay but what’s sad is that for some people SU6 all of a sudden doesn’t seem to work anymore. Get it!!!
      As said before: quite a bunch of impatient people here on these forums.
      So to all, please get on with your work or continue joking about it if you really wish.

      Wo3Dan

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: Are you ready for SketchUp 7 news?

      @stu said:

      I think Alan's right....Coen's been whacked by da Boulder Mob.

      No way!

      It’s worthwhile waiting an extra day or two.
      ā€˜Last minute’ build in shortcut key combination in 7:
      [Shift+7]
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      ;
      => Version 8

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: Are you ready for SketchUp 7 news?

      Man, I've never seen such an impatient wild bunch......although I enjoy reading these posts.
      Coen, take your time šŸ‘æ. What's another hour in a lifetime?
      "See" you all tomorrow.
      🤣 ZZZZZ****ZZZZZZZZZzzzzzzzzzzz****zzzzzzz

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: You know you're a SU addict when...

      You know you're a SU addict when.....
      ....when you manage to comprize/compress this all into a five minutes scedule to rush back to your PC/MAC.....to SU
      http://www.sketchucation.com/forums/scf/viewtopic.php?f=179&t=9545

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: Intersecting group things with other grouped things

      caddict,

      @caddict said:

      .......................Wo3Dan, your idea about building the core in wedges is sound. Could the junctions between the wedges be hidden?

      You can hide the edges of the wedge top face so when you do a 'Rotate/Copy' all the components join nicely and you will not see their 'mutual' edges in that face.
      You only need to hide a few edges since you work with the component.
      Adjustments later on will also be done in just one top wedge component, one bottom wedge component and one beam component.

      @caddict said:

      .......I've replaced the original model on this thread, with a new (hopefully) corrected version.

      Wasn't sure what you meant about
      @unknownuser said:

      slanted in two directions
      . Maybe it's corrected now.......

      It is better but the beam is still slanted in the tangential direction. (see attached file):
      edge A = 118,539637mm
      edge B = 118,549667mm
      Not that much difference but these little differences (can) cause trouble later on. And it's so easy to avoid. Rotate till horizontal.

      Wo3Dan


      wall%20beam%20cut[1].jpg

      posted in SketchUp Discussions
      Wo3DanW
      Wo3Dan
    • RE: Intersecting group things with other grouped things

      @caddict said:

      Thanks Remus, that method works in simple cases. Here is a portion of the model to give a better idea. Two of the cuts have not yet been made.[attachment=0:34eplysp]<!-- ia0 -->[attachment=0]wall beam cut.jpg<!-- ia0 -->[/attachment:34eplysp]

      caddict,

      I had a look at your model. Aren't you better of modeling just one core wedge containing top wedge and bottom wedge? And then just one beam? So you would have three components (not groups) all alligned along red in plan view.
      Once you have them ligned up properly do the intersect selected.
      The intersection will be just a few edges outside the three components.
      You can now select the needed edges, copy them using the copy button, enter the component and do a 'Paste in place'. For each three components you need to do this (with the right edges). And each time delete the unwanted geometry afterwards.
      Once done do a rotate/copy array having the three components selected, over 45 degrees *7.

      This will give you the beams and core as you want them.

      The inner edges of the core wedges you need to hide.
      (one advantage of having components)

      b.t.w. Your model has a lot of inaccuraties in it. Zoom in and you will see.
      (beam<>core)

      Also the beams are slanted in two directions. One is obvious the other hardly detectable!!! but it is there. These things will eventually cause problems.

      Wo3Dan

      posted in SketchUp Discussions
      Wo3DanW
      Wo3Dan
    • RE: Is Sketchup good for designing board-games?

      @mittalpa said:

      Hi
      .......
      Now questions:

      1. Can we design crispy games like Monopoly in Sketchup?
      2. All in all, I feel that I am at crossroads now. Should I continue my journey with Sketchup or jump to something else for board-game design?
        .......
        Pankaj

      Mittalpa,

      Could you upload an (a handdrawn) example to show what you want to achieve?
      I think SU is excellent for designing board-games, even with text.
      And you can even 'add' perspective view to all the board parts to make it look more interesting before printing/exporting.

      Wo3Dan

      posted in Newbie Forum
      Wo3DanW
      Wo3Dan
    • RE: Positioning textures

      perk,

      I have redrawn your beam to get equal segments (the geometry hardly differs from your beam!!!), painted each face separately and applied 'Texture > Position > rotate and translate texture by pins' on each face texture, keeping the size ofcourse.

      The other side I copied from the front geometry and scaled by -1 to 'reverse' and still keep the texture orientation on the faces.

      The top has the same but renamed material so I could resize it.

      I didn't do the bottom.

      You are better of creating a group out of one segment, paint the faces correctly within the editing context (so not the group as a whole) and then rotate/copy that group. Then correct the geometry of the first group and last groups to match the beam.

      (see attached skp-file)

      Wo3Dan


      [Laminated_Beam].skp](/uploads/imported_attachments/rX7z_Laminated_Beam.skp)

      posted in Newbie Forum
      Wo3DanW
      Wo3Dan
    • RE: Is there a way to lock a material in place?

      @actionpink said:

      I have been trying to create a 2D person in sketchup using a tutorial that I found in the warehouse. To create the person, I have created a material using a photograph, painted a surface with the material, and then outlined the image of the person. After deleting the surrounding surface, I am left with a great looking image of a person in 2d, however, I can not move the object around because the material does not stay in line with the outline of the person. I have tried "creating a component" and selecting "always face camera" but this seems to automatically mess the whole thing up anyways. Is there a way to lock a material to a surface? Is there another way I can create a 2D person in sketchup without using photoshop or another image editing program? Thanks!

      %(#008000)[When importing an image in SU to:

      • 'Use as image', then explode or
      • 'Use as texture'
        the texture is fixed to the face it is on.]

      However when painting anything straigth from the material browser then the texture is fixed to the unrotated/untranslated origin. (the original one)
      Most likely you painted using an already imported picture.
      %(#4000FF)[Also:

      • Sampling from fixed texture to apply to another face results in also fixed to the new face.
      • Sampling unfixed texture results in unfixed texture on the new face.]

      %(#008000)[Just right click on the texture > select 'Texture > Position' from the context menu > immadiately rigth click on the texture (tiles) again and select 'Done'
      Now the texture is fixed to that particular face.]

      (Note: this does not apply to painted groups or components as a whole)

      Wo3Dan

      posted in Newbie Forum
      Wo3DanW
      Wo3Dan
    • RE: Happy Passover

      Thanks Gidon,......and in return I hereby do wish you a nice Passover-week and all the health and happyness in the world for the year to come.
      And allow me to quote you in my extended wishes: I would like to extend those wishes to EVERYBODY! regardless of religion, race or anything else which on occasion divides us!!!

      Wo3Dan

      posted in Corner Bar
      Wo3DanW
      Wo3Dan
    • RE: Show points/vertices

      @alz said:

      What's the way to show points on edges?

      This would help me quickly see what edges are actually two edges, even though they look like one continuous edge. It would also help show the bends in an arc.

      In the menu: Window > Styles > Edit > Edge Settings > check Endpoints.
      Arcs will not show all the segment endpoints, neither will curves.
      Only after exploding to separate segments will you see the endpoints.
      So it will not be that much help afterall. Unless you quickly need to attach new geometry anyway. For this will also break up the arc or curve in separate segments.

      Wo3Dan

      posted in SketchUp Discussions
      Wo3DanW
      Wo3Dan
    • RE: Anchor objects onto horizontal surface (gravity?)

      Miniature,

      you can move any selection over a displacement from the first clicked location A in 3D space to a second clicked location B in 3D space. Depending on what you move you select a logical point A and a final logical point B.
      In your case select the component "person" then select the 'Move' tool, click on an endpoint (A) in his foot and click on an endpoint (B) on the second floor.

      Note that A can be choosen as a point 'on face' or 'on edge' or 'midpoint' or 'endpoint'.
      So can be the second point B a point 'on face' or 'on edge' or 'midpoint' or 'endpoint'.
      So looking at the popup gives you more controle over the exact displacement.

      I was also going to suggest the use of [x,y,z] for moving to global coordinates
      and <x,y,z> for relative displacements, relative to the startpoint.
      (with some keyboardsettings you need to replace comma with semicolon)
      Unfortunately I see no difference between [x,y,z] and <x,y,z>
      For me both operate in a way relative to the startpoint, not to global coordinates.

      Another thing is you can create components with the property: 'glue to'
      In your case the component "person" should have been created 'glue to' horizontal with its origin in an endpoint in the foot.
      This allows you to anchor the component to a horizontal plane.

      Wo3Dan

      posted in Newbie Forum
      Wo3DanW
      Wo3Dan
    • RE: PROTRACTOR TOOL

      @gnorcrosst said:

      For some reason, my Protractor Tool is refusing to work since installing the latest upgrade. Does anyone know if I've accidentally set something to neutralize it - or NOT set something? I can't rotate anything now.

      gnorcrosst,

      Rotating geometry you do with the 'Rotate' tool, not with the 'Protractor'.

      Wo3Dan

      posted in SketchUp Discussions
      Wo3DanW
      Wo3Dan
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