@huchufuchu said:
Hello everybody,
Is anybody knows how to apply hatchings on an area with sketchup ? or has a tip to do so ? I mean the kind of stuff you can do with autocad, etc.
Thanking you in advance.
HuchuFuchu,
see attached file:
@huchufuchu said:
Hello everybody,
Is anybody knows how to apply hatchings on an area with sketchup ? or has a tip to do so ? I mean the kind of stuff you can do with autocad, etc.
Thanking you in advance.
HuchuFuchu,
see attached file:
1 gallon (US) = 3.785 liters
1 gallon (UK) (imp.gallon) = 4.546 liters
I remember one time being in Venezuela we had to pay more/ liter C.Cola than for gas per liter. Quite a few years ago though. Maybe Reinaldo can tell inform us what the situation is now.
Here in Holland it varies from week to week, now about 1,5 Euro/liter.
@tim danaher said:
So this is where you've all been hiding...nobody ever tells me anything....
I gave up going to the Google groups because basically, in the words of Eric Cartman, "They totally suck ass." These forums are so much more usable, kudos to Coen and Gaieus...
Anyway, I'm trying to make an empty group. Why? To use as a 'deselector'. In the Mac version, you can't click on the Model Name in the Outliner to deselect everything, and sometimes you're so zoomed in, there's no free space to click in.
So I make two groups, then group them. The delete the two sub-groups...the enclosing group disappears...It never used to be like that, did it?
Tim,
Why easy if you can do things in the difficult way?
This might be what you need. make use of the +/- selecting method with Shift.
When there is no empty space to deselect then:
%(#0000FF)[**- just click on a face;
You will have nothing selected by then.
Wo3Dan
p.s. It's not all rubbish in Google Groups!
@edson said:
is there a way to duplicate an object besides move/copy? i mean something like a shortcut that would create a copy of something.
Edson,
You can already copy two different ways using shortcuts:
(*) obviously you need to select first
Wo3Dan
Pagan,
b.t.w. You choose the right tool, the 'Move' tool to rotate.
This ensures you to rotate about the center. Dont use the 'Rotate' tool, it only makes it harder to rotate about the center.
Jim, this gives you the red protractor instead of the blue one.
Wo3Dan
@pagan said:
@gaieus said:
Hi Pagan,
You can always enter a number (degree) of rotation without needing to orbit anywhere.
HI!
But how,enter where?
Pagan,
Rotate the model in the right direction. It does not matter at what angle.
Now immediately type 30 and hit enter (look at the VCB right bottom of screen, it should be white to accept input). This 30 degrees will be the final rotation.
Wo3Dan
Jim, not when you are angry and frustrated.
But you are right, it looks odd.
Pagan,
Do you mean (with 45 degrees) that you want 8 scenes with the same camera location related to the model? This would mean another 7 rotated copies on the spot and for each scene 7 out of 8 in hidden layers.
Or do you want 8 scenes at different locations with a copied camera settings?
Although this will also involve 7 rotated copies of the model, not necessarily in other (hidden) layers. You also need to copy the connecting line ācamera-targetā 7 times. Then you should start with this line in scene1 and ajust it till you thing the view is rigth.
You can copy/rotate your model any angle (here 45) and right after copying type 7* in VCB and hit enter.
Itās a pity that you guys donāt mention which grips you use when scaling.
There are only a few combinations for uniform scaling being:
(this is about a 3D āscale boxā)
1) on opposite grips on 3D-diagonal without the use of extra keys (no Shift or Ctrl) => [Uniform Scale about Opposite Point (8 different results when taking the moved point direction into account)
Both 1) and 2) will scale the 3D-diagonal with a factor or to precise length, the latter often not of much use. Here we mostly care about X-, Y-, and Z-values.]
**3) on opposite grips being the center grips of each face of the āscale boxā, using Shift => [Uniform Scale about Opposite Point (opposite points on red or green or blue!!!)
8 different results when taking the moved point direction into account)
This 3) normally is your best bet to scale to precise dimensions.**]
Knowing this I can input either mm, cm, m, inches, feet or feet+inches without problems, to
scale to precise dimension.
It is as Gaieus described before; scale (move cursor, even direction does not matter) > release Shift and left mouse button and enter dimension correctly. And I donāt think it matters which keybord(setting) you have.
One thing can easily be overlooked. Scaling a component or group with construction lines or guides or even text and/or dimension lines can keep you puzzled why you donāt get it right.
Wo3Dan
chippwalters,
Yes, I forget to mention that possibility.
I donāt even know if there is any such ruby but it should not be that hard to reproduce a scene since that data is saved with the model. The only thing is you have to know where to ālookā to fetch it.
I enjoyed doing this.
success,
Wo3Dan
@chippwalters said:
OK, I looked at it. Thanks for doing this, but while I understand how to find the target, and the height offset, I'm not sure I follow the rest of your construction. You have constructed several polygons. Which came first? TIA.
chipwalters,
By now you must be thinking: āthis guy is cheating, he just copied that sceneā.
I only do admit that in my previous explanation not every step is obvious.
Also, there I found the camera location by zooming out from the scene to be reproduced.
And then when seeing the use of the āWalkā tool, revealing the camera height I new that I could do better.
Here is a slightly different approach that is quite accurate (maybe several mm off / over 50m).
The difference is that here I use a second target just in front of the camera.
See this model (tutorial) in 3DW:
http://sketchup.google.com/3dwarehouse/details?mid=e0d6f7ff133ee676a6c3807188d6a98
But now I would like to know what the benefit might be for you to reproduce a scene?
What is your goal?
To me it was just the challenge and you āforcedā me to refresh my knowledge about the Zoom, Position Camera and Walk tools, so thanks!
hope this helps,
Wo3Dan
p.s. You can also play the animation.
and toggle between first scene "(STANDARD SETTING (N))" and scene "reproduced camera location" to see if they are different. Hard to tell!
@chippwalters said:
Wo3Dan,
Here one:
(see previous posthttp://sketchup.google.com/3dwarehouse/details?mid=3bde59bd2cb2eb715953c2937bcaaf81)
Chippwalter,
Here is your skp with one scene (nr.6) reproduced:
(click on C1, C2, C3 and so on till 'closup of target')
http://sketchup.google.com/3dwarehouse/details?mid=7dca37346949e03d6887b7fa740aa743
Several tools you can use:
-From scene6 zoom in real close using the eyeglass (=Zoom tool), not your mouse.
This will let you pinpoint (mark) your target.
-The Walk tool will reveal the actual height from scene6 in the VCB
The camera is located on the line that I drew towards the little vertical line in the canon (CANNON?!?#)
The rest is pure constructial and a bit of trial and error to find the camera
Try to figure it out and let me know.
@chippwalters said:
Yeah, sorry for leaving it on. I was rendering in Podium and wanted the shadows! BTW, do you know if there's a way to extrude a curved surface, or a curved path? Thx.
What I meant is not turning off shadow but just that "ground (Z=0) will not show shadow". Your floor is below Z=zero. It's "underground", so to speak. The shadow at groundlevel is in the way. See your scene5.
(camera W.I.P)
Extruding a curved face: no
Extruding along a curved path: yes(*)
(*)
@chippwalters said:
Wo3Dan,
Here one:
http://sketchup.google.com/3dwarehouse/details?mid=3bde59bd2cb2eb715953c2937bcaaf81
Chippwalter,
(Working on it, the "hardest" thing is to save steps to make things clear, not forgetting anything)
b.t.w. in 'Shadow Settings' you can adjust ligth/dark and especially in your case: Display (shadow): on ground. I disabled that for good reasons
@chippwalters said:
Thanks Wo3Dan, those tutorials very helpful. I can deduce then there is no way to 'show' the camera position from an existing scene unless one previously set the camera to specific object's postion. IOW, you have to create an object first, then set the camera position to it.
Chippwalter,
Sorry, I didn't notice that you want to approach this the other way around.
Just upload a simple favorite example skp so that I can show you how. Include a scene that you want to be reproduced in another scene (NOT A SCENE COPY!) with the camera in the skp in 3D-space. Mind you it's not going to be 100% but almost.
@chippwalters said:
Thanks everyone for the help here! Much appreciated
Was there anyone who could answer the question about how to show a scene camera's positon?
Thanks again.
chippwalters,
Here are two skpās (in 3DW) explaining how to go about:
(5 camera locations)
http://sketchup.google.com/3dwarehouse/details?mid=ce923a34212e4f37a5680e7c6a2da1e5
(camera->target)
http://sketchup.google.com/3dwarehouse/details?mid=bff2eb7c0259a7f7fe3d51ab481a8ce7
cheers,
Wo3Dan
sketchy,
Could you please tell us whether the box or the face that you pulled up was originally created in SU? Or was it imported from another application?
The non-associated dimensions (even though not text for they change by changing the units format) puzzled me too but I realize that this can easily be done with {copy component, then delete component in model, then paste (component) in place}.
All the components edges are off axis but 10 out of 12 are just within the tolerance zone to look on axis.
All the faces show how they leave this tolerance zone when you pull them out just a little bit. The black ones will get within this zone once you just push the top face down.
The four vertices of the ground plane are not even coplanar. Strangely enough the connecting edges still 'support' a face.
I strongly suspect that the original box or its ground plane is from an imported non-SU model.
My faith in SU is still there!
sketchy,
I see that SchreiberBike ābeatā me as far as the remark about the
exaggeration in the green direction instead of red. It is quite possible to have only two black edges in the box.
But here is another thing. Note that ALL your dimensions are non-associated.
i.e. they donāt represent the actual line lengths.
I do agree that this box is a little monster and I have never experienced this odd behaviour working with SU.
I will have a closer look and let you know if I find some explanation
cheers,
Wo3Dan
iMeann,
This may be the answer to your problem:
http://groups.google.com/group/SketchUp3d/browse_frm/thread/15611bfaaac7850a/e666d0424361dbfd?lnk=gst&q=wo3dan+hardware#e666d0424361dbfd
( , ...don't be afraid, it's just the Google Sketchup Help Group)
Also try to install the latest drivers.
@gaieus said:
@julius said:
well, in dave's tutorial there's still this littele hole:
Hm...
Gaieus, maybe you should switch avatars with Julius!?
Anyway, this matter was discussed by Noel Dent, Gully and .... Gaieus some (exactly) 8 months ago:
http://groups.google.com/group/sketchuphowto/browse_frm/thread/23b55b464cc16456/6b0c0732cc8b2bb6?lnk=gst&q=noel+gully+corner#6b0c0732cc8b2bb6
I think there was a follow up with file to explain further.
This 'bug' has been known for quite a while. You should close the gab by zooming in and do some stitching.
@loewenkatze said:
yes and no, Gaieus...
you get the xyz-information in the text dialog only, if you pick an endpoint that does not belong to a group or component... otherwise you get the name of the group/component as text template...
nevertheless, that hint was something new to me, as I usually do not work with text labels. Thanks!
Cheers,
Franziska
Franziska,
Whenever you enter the cage.. eh.. group or component (i.e. Edit mode) you will have the same option.
The text label just needs to be on the same level to get X,Y,Z-values