@remus said:
......... i cant help but wonder how many people/minute drown at that pool. if its that crowded youd never notice...
You will by the end of the day! Man, that is hell!
@remus said:
......... i cant help but wonder how many people/minute drown at that pool. if its that crowded youd never notice...
You will by the end of the day! Man, that is hell!
@anssi said:
And especially I would often like to temporarily disable those "from point outside active" inferences.
Anssi
Anssi,
Does this help you in any way?
'Model Info' => 'Components' => check 'Hide' for both '... similar components' and '... rest of model'
Wo3Dan
@schreiberbike said:
Thanks for all the information. In all my sketching up, I've just let the axes fall where they may and everything seemed to work. Now I see how complex this can all be made.
Based on what I know now, I might have been able to fix what I messed up before, but it's too late.
What is the advantage of being able to have axes point in all different ways?
Another question: If I can make the blue axis line point to the horizon, what determines where the sky is?
SchreiberBike,
The advantages of rotated axes can be various things.
It can help you to position components or in constructing geometry.
There are more tools that do not act according to rotated axes (as with creating groups and components):
What will be the sky when axes are rotated? ALWAYS where original blue is pointing at.
To reset axes right click on one of the axes and choose 'Reset'
Wo3Dan
@schreiberbike said:
I have a model I've worked on for a while and after I finished the components I added them to a main model and rotated them in three dimensions to look right in their final location. I may have also done a little editing after I moved them.
Now, I try to pull a component out out to work on it some more and the axes are confusing me terribly. I was unable to rotate the model back to it's original position, so I moved the axes based on some right angles in the model.
You can see the problem below. Note that in the first screen print the sides of the box are colored by axis. In the 2nd, where I've made it into a group, the group highlighting is not parallel with the boxes sides. When I make a mirrored copy of the box it looks like the third picture.
How can this be?
SchreiberBike,
%(#FF0000)[When you group several entities the box is ALWAYS alligned to the
original global axes], even when your present model has rotated axes at the time of grouping.
Color (edges) by axes however you can apply with rotated axes. The box is alligned to rotated axes in jpg1, jpg2 and jpg3.
The group boundaries however are aligned to the original global axes
Scaling operations and flip along use the group boundaries (even rotated groups) so jpg3 is right
(so are jpg1 and jpg2)
hope this helps,
wo3dan
@danty said:
Jeff -- I knew the answer had to be a simple one. That's what I get for working on past midnight when I was already tired from being up past midnight on SU the night before. I can't help it sometimes -- I just want to get ONE more part of the model done -- and (2) more hours have past.
Much thanks, Danty
Danty,
Looked at both uploaded models, (also healing faces).
In addition to Jeff's answers two things that could cause problems later:
Wo3Dan
@unknownuser said:
Hi folks,
Please see attached.
Just ideas,
Guite
trying to imitate Jean
Guite, exelent peace of (concrete) work.
Sheesti, here you see that you don't need the arcs to be divided in so many segments. Only one segment/tread will do to get good results (in which case converting it (the arc) into an edge will probably reduce filesize!)
If you examine the bottom surfase of Guite's model, also in 'View Hidden Geometry' you can see how you will get the smooth top surface of a 'waist' slab
Make one tread+slab(s) into a group and use 'Rotate/Copy' like Guite did.
Wo3Dan
@gaieus said:
Hi Shreesti,
I must sound dumb now but what is a "waist slab"?
Gaieus,
waist ===> ... that you don't fall off. (slab...like concrete sides)
Shreesti,
The waist slab is not that difficult but before you go on:
-first group what you already have created!!!
-note that the outher arc radiĂŻ are not the same, nor are the inner radiĂŻ!!!
this could get you in trouble when going on.
Make one slab for one tread and rotate/copy it for the other treads.
Here you see why one center(line) is importand. You have more than one, a whole bunch of centers.
Wo3Dan
Simon, Remus,
Iâve made a list about faces and am still working on notes about P/P.
It takes me quite some time to see the logic/rules that SU follows.
Today and tomorrow working on my new house has total priority but Iâll post what I found here this weekend.
Remus, in a way you are right. The answer Gully gave was to another question and it did not explain the âunpredictableâ Push/Pull behaviour. I thought it did and was actually looking for this thread that has something about faces (still far from complete though). see postnr 2:
http://groups.google.com/group/SketchUp3d/browse_frm/thread/98e3cb2af03aaf11/0769cc30ef806304?lnk=gst&q=noel+dent+reverse+faces#0769cc30ef806304
Isnât is a coincidence that I searched for it through Noel Dent, then found out that actually it was TaffGochâs postnr. 2 that I was after and on the same day they both Taff and Noel reappear to that forum in one and the same new thread after quite a lonnnnngggggg absence (Noel)!
Till this weekend!
cheers,
Wo3Dan
@simon le bon said:
All things quickly become complicated
Some stuff i don't understand with pushpull tool.
Pushpull tool work differently with a simple or composite shape. And in a certain way, change its nature. The point for newbie like me is to discover and use intersection with selection to reach what we want. Here is a .skp to explain my pain:
DivShare File - PushPullFighting.skp
Simon,
Here is an answer related to the face colours purple/white given by Gully:
http://groups.google.com/group/SketchUp3d/browse_frm/thread/b1c4f2024b27181a/286f507724718b91?lnk=gst&q=gully#286f507724718b91
And once you see a profile (thick line) running over a face you can be sure it
does not divide the face. Select and intersect will help as said in previous posts.
@alr said:
On the attached screenshot you can see the green edge and the green face. This entities have the SAME color RGB[0,128,0], and opacity=100. But on the screen (Top view) you can see the difference in their visualization - on the screen the edge has a true color, but face has another (wrong) color (you can verify it in Photoshop, for example).
But if the color of the face and crossing edge is red (RGB[255,0,0], and opacity=100) - visualization is normal - the face and crossing edge have true and the same screen color.
Why?
arl,
Isn't orbiting your solution?
Unselect 'Display Shadows' and orbit to see what happens to the visibility.
@pompeyfan said:
.....
thanks for the input.I've only used colours, and there are no textures involved. My polygon count is 122000, which isn't high. And the only major details i add are to the facade and the seats.
pompeyfan,
Are there any components in your file that you no longer use in the model?
Or inactive invisible section planes or....
Maybe you could upload the model for us to have a look at it?
@sorgesu said:
I haven't read this in great detail and I haven'quite digested the issue from the skp, but 1. I don't seem to have a problem when I click on the top standard view in a position other than the starting axis. It will simply go top down exaclty where I am.
2. Have you used the right click context menu for "align view" after selecting a rotated surface to align to?
Susan, Stuartb,
Well Stuartb, we both learned something good today!
Thanks Susan, I new about the âAlign Viewâ from the context menu but never realized that it applies differently to (rotated) axes than to faces.
With rotated faces, not being in the global Red/Green plane âAlign Viewâ works as expected on faces: Top view plus aligned to the intersecting line from face and ground. The global axes donât seem to have any influence on this.
However, with faces that are in the global R/G plane (what we were discussing here) you have 'infinite intersecting lines' from face and ground and you will always get the standard Top view, aligned to these global axes, despite having the axes rotated. Here your solution -to use âAlign Viewâ on the rotated axes themselves, not the face- indeed forces SU to use the rotated new axes. Brilliant exceptional behaviour on axes that I completely mist.
(did I say Iâm to old to learn)
thanks,
Wo3Dan
@stuartb said:
thanks Wo3Dan . . I tried the google groups method but didnt understand it!
The cameratilt ruby works fine for me BUT it will not accept a tilt angle less than 1 degree. This means that it is almost impossible to align my building 'square' to my screen.
1 degree error is actually quite a lot.
Thanks for all the feedback so far . . my search continues. I still think a 'Ctrl+Pan' feature to allow you to manually 'spin' the current view would be simple and perfect.
stuartb, Anssi,
It's a pity that Cameratilt only accepts integers as it seems.
It would be nice if this was changed in an update.
The 'Camera Position' tool seems perfectly allright to achieve any desired rotated Top view and very accurate as well.
See the attached skp in my second attempt to show you how easy it is.
Most of the time your model (say floor plan) contains the desired 'tilt' angle(s) so there is no need to calculate anything. I just choose an angle to show you that you are not limmited to round figures or only one decimal.
Wo3DanTilted_TopView.skp
@tomsdesk said:
Rick Wilson's cameratilt.rb link (thank you very much, Rick):
http://members.cox.net/rick.wilson/links.html
Now could someone send me to where I can learn to get this code into sketchup and how to then use it, thanks?
Thanks Rick for the script, just great!
Tom, for rotated plan view: select 'Parallel Projection' and 'Top' view.
Now select CameraTiltRotate and enter rotation angle for tilt. (rotation = clockwise).
(90 degrees places green to the right)
I haven't figured out 'Camera rotate' yet.
@stuartb said:
Obviously we are not wanting to clone the entire model just to generate another view of it. that defeats the point of having 'scenes'.
What we really need is a 'Ctrl + Pan' which lets you drag-rotate the plan view (around the centre of the screen say). Maybe some expert on here knows another way? I cant beleive no-one has needed this before . . . . it seems such a simple thing.
stuartb,
Here is your answer to a rotated plan view (Top rotated in any direction you like)
see postnr.3 and the link to 3DW mentioned there:
http://groups.google.com/group/SketchUp3d/browse_frm/thread/c23e7ecc5aec78a9/17036a9886197b9c?lnk=gst&q=wo3dan+2D+floorplan#17036a9886197b9c
(you need to be able to see/use all the scene tabs!!)
success,
Wo3Dan
This issue has bothered me too since latest (forced) update!
Gaieus, slight chance that you remember me asking why I could not see scene tabs when downloading from 3DW. It appeared to be that a couple of times I was to hasty and without noticing it I loaded into a new model (empty). See:
http://groups.google.com/group/sketchuphowto/browse_frm/thread/f3e00fd1c45beb9c/b53ffe1138ce2b49?lnk=gst&q=wodan3+tabs#b53ffe1138ce2b49
Peteâs suggestion looks alright but then you need to already switch to that new opened SU instance to load the model. In which case the question: âLoad this directly into your Google Sketchup modelâ is totally irrelevant. It is your model at by then. There just is NO OTHER WAY!!!!!
About saving the model somewhere on your drive, I canât recall this (direct) option but Susan definitely has a point.
However. There is another thing going on here. Many of these models do have scenes included. There is just no way to retrieve them with the model, loading from 3DW the way it is presented to us by latest version of SU.
When you answer "NO" the computer does act. But is the model saved in a temp.-folder or what?
Looks like a BUG to me.
@ben ritter said:
Dylan and Remus,
Appreciate the help.
So, are you both saying that you can't save individual settings under "Model Info" for each model or SU file? And why don't the settings "hold" while working within the same model. I can set the Model Info once, then minutes later, have to reset it. Is this just an SU bug?
Ben
Ben,
The template that you have selected (chosen) in Preferences keeps all your settings for when you start SU.
So you can start your new model with these settings.
But SU keeps (saves) all equal or new settings with the models you create. So next time when loading a model it will appear on screen with its settings.
In other words, you start SU, see the template settings, load a model A, see its settings A the way you saved A, load model B, see its settings B the way you saved it etc.
Just the way you want.
Whenever you see different settings in your model after working with it they were probably saved in a different Scene within that model. Each Scene in a model can have different settings.
Wo3Dan
Thanks guys for explaining/sharing.... and for asking!
@remus said:
is there a easy way to remove the textures form a model?
remus,
The easiest way I can think of is by (in each level) selecting all and paint default.
You need to enter each level. But still you can tackle more (all) entities in one level at once.
Wo3Dan
Tim,
I donât get it. You mean that when you have selected something it is not possible to click next to the group- or component- names in the outliner to deselect, i.e. in white space. That would be an immense MacDrawBack. In Windows we can.
And what would be the purpose of an empty groupâŚâŚ I still donât get it.
Clicking on a special empty group in the outliner to unselect is like asking for that white space.
A group of any size that has nothing visible (and I donât mean by hiding entities) is easy but you would still select it by clicking on it, whether in the model or in the outliner.
Dylanâs suggestion for another mouse sounds like a good idea.
Wo3Dan