by Gaieus » Wed Jan 19, 2011 10:04 am
Well, I answered your PM (that it is not that bloody urgent yet) but if it is not that much of a work... 
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by thomthom » Wed Jan 19, 2011 10:13 am
Ah - you need to transfer UVs between whole surfaces, not use individual faces... ?
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by Gaieus » Wed Jan 19, 2011 11:18 am
Yes. I guess(ed) the plugin would work that way, too. Currently I (sort of) "copy" (or "memorize") the UV's on a mesh and then restore them. In my thoughts, it would work the same way with the improved UV Tools just it could (also) transfer these co-ordinates from one mesh to the other. Sometimes you can quite easily apply a material to a certain shape but if you modify it further, it is not easy. Then here is a quick (and rather dirty) example. I will have all different shapes (tapered and distorted) vaults that are derived from the same, quite regular shape. If I texture each separately, it will take forever. UV-example.png But even a better example: this way you could easily apply a texture to a flat (yet subdivided) (sur-)face then copy the UV's and apply it to a completely modified mesh.
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by thomthom » Wed Jan 19, 2011 11:33 am
Copy from one mesh to another is more challenging. UV copy/paste only works on per quad-face.
If you have a mapped mesh, then use the UV Memory function to store the UVs - then you can make a copy of that mesh - modify it (as long as you don't erase/recreate the faces and finally use the UV Restore function.
Copy from a mesh to another would require the mesh to have the same structure, same number of faces etc. The challenge is trying to match it all up.
hmmm...
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by Gaieus » Wed Jan 19, 2011 11:51 am
thomthom wrote:Copy from a mesh to another would require the mesh to have the same structure, same number of faces etc. The challenge is trying to match it all up.
Well yes, as the plugin currently works (also), it is obvious. But as I explained, I'll have to finish the untextured model first and then texture it. thomthom wrote:If you have a mapped mesh, then use the UV Memory function to store the UVs - then you can make a copy of that mesh - modify it (as long as you don't erase/recreate the faces and finally use the UV Restore function.
This method would require to re-model each vault. In my above example, the two vaults are identical in face count and all. So with "my version" I could (re-)texture the whole thing any time by texturing the "regular" one and then transfer the co-ordinates to the other one. But of course, if it is a no-go, I won't insist (somehow I thought your unpublished beta worked that way)
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by thomthom » Wed Jan 19, 2011 12:07 pm
It's not a complete go. But it may not be part of the next release. ...will see... Would be a very useful tool.
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by Gaieus » Wed Jan 19, 2011 12:56 pm
thomthom wrote:Would be a very useful tool.
Definitely. And thanks for listening!  (We could add a topic next to "Google is listening" like "ThomThom is listening") 
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by Rich O Brien » Wed Jan 19, 2011 12:59 pm
Or even "Gaieus is pestering" maybe?
There's a frontroom and a backroom....reverse faces
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by Gaieus » Wed Jan 19, 2011 1:06 pm
I am only doing it for the sake of the community (i.e. squeezing everything out of Thom in order that we have the greatest UV plugin ever!) 
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by Rich O Brien » Wed Jan 19, 2011 1:12 pm
I'll agree on the UV toolkit being excellent but don't forget he needs to concentrate on Bezier Patch for me. Now i need to return to baking the world biggest cookie.....for Thom.....my pal...... 
There's a frontroom and a backroom....reverse faces
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by Ro33y » Sun Jan 23, 2011 6:24 pm
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by robert111 » Mon Jan 24, 2011 2:53 pm
why uv toolkit , no work with me, i have make uv toolkit (2.1.0) and TT_Lib2 (v2.4.0) in sketchup / plugin but i dont find uv toolkit in my plugin
is the same problem with sketchup 7 and 8 plz i need solution for this problem thanks
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by thomthom » Mon Jan 24, 2011 3:48 pm
Windows or OSX? Can you post a screenshot of where you placed the files? Any error messages?
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by robert111 » Mon Jan 24, 2011 3:55 pm
thanks thomthom i have uv toolkit and not toolkit2
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by robert111 » Mon Jan 24, 2011 3:56 pm
i have windows xp pack 3
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by thomthom » Mon Jan 24, 2011 4:13 pm
I'm guessing you put all the content of the TT_Lib2 folder directly into the plugins folder? Have a look at the footprint description of TT_Lib2 - towards the bottom of the first post.
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by robert111 » Mon Jan 24, 2011 4:20 pm
yes i put all the content of the TT_Lib2 folder directly into the plugins folder
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by thomthom » Mon Jan 24, 2011 4:30 pm
It should be there. It should be ...\Plugins\TT_Lib2\<*.rb> - like the footprint description for TT_Lib illustrates.
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by robert111 » Mon Jan 24, 2011 5:39 pm
I did not understand, can you explain more clearly
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by JoZ » Sat Jan 29, 2011 12:11 am
Ehy ThomThom, great plugin  Any chance you would look into increasing it with numerical input transformations like: translation, rotation, scale as possible in 3dpaintbrush for example (see this part of video: http://www.youtube.com/watch?feature=player_detailpage&v=h_7ZOgjxREM#t=125s) ? That would be very usefull, avoiding me the need to often switch to other 3d app just for this (I often need precise numerical transform) 
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by thomthom » Sat Jan 29, 2011 5:50 pm
When I finish the transoformation gizmo you'll be able to use numerical input for some transformations.
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by JoZ » Mon Jan 31, 2011 2:48 pm
Perfect... now I must remind of that... everything I think... You have yet thought about! 
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by wannabe » Tue Feb 01, 2011 6:00 pm
hi I'm using sketchup for a while now (i got used to sketchup6 and this plugin works fine with it  ) well I haven't got any request for a plugin before but this one just peaks my curiosity... I thought of "linking" all faces (by id or something) to a brother object which we could deform and even unwrap (^^), texture and use remember uvs so it saves the current material position BUT restore it on the originalwhat do u think ? possible ? deforming the face was nice however without I'd be happy too great work so far works great
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by rv1974 » Wed Feb 02, 2011 7:17 am
thomthom wrote:I have lots of ideas myself. I just don't know if I can do them. 
Is 'align texture to the selected edge' among them?
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by thomthom » Wed Feb 02, 2011 8:33 am
rv1974 wrote:thomthom wrote:I have lots of ideas myself. I just don't know if I can do them. 
Is 'align texture to the selected edge' among them?
That one is doable. 
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by rv1974 » Wed Feb 02, 2011 9:32 am
thomthom wrote:rv1974 wrote:thomthom wrote:I have lots of ideas myself. I just don't know if I can do them. 
Is 'align texture to the selected edge' among them?
That one is doable. 
Good ...I'll listen Röyksop while you doing this doable (:
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by Gaieus » Wed Feb 02, 2011 9:51 am
wannabe wrote:hi I'm using sketchup for a while now (i got used to sketchup6 and this plugin works fine with it  ) well I haven't got any request for a plugin before but this one just peaks my curiosity... I thought of "linking" all faces (by id or something) to a brother object which we could deform and even unwrap (^^), texture and use remember uvs so it saves the current material position BUT restore it on the originalwhat do u think ? possible ? deforming the face was nice however without I'd be happy too great work so far works great
That's one of my major wishes with the tool. Or put in a different way; not only remember then restore on the same geometry but copy from one geometry and apply on another one. Of course, the geometry should be the same as far as faces' number and shape is concerned.
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by Justo » Thu Feb 03, 2011 12:11 pm
Hey getting this error below; Error Loading File tt_uv_toolkit_2.rb undefined method `add_item' for nil:NilClass
Ive got the latest lib in the plugin folder as well any help would be appreciated
Cheers Justin
Cheers Justin
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by thomthom » Thu Feb 03, 2011 12:19 pm
Justo wrote:Hey getting this error below; Error Loading File tt_uv_toolkit_2.rb undefined method `add_item' for nil:NilClass
Ive got the latest lib in the plugin folder as well any help would be appreciated
Cheers Justin
I'm guessing you didn't extract it correctly and places all .rb files in the Plugins folder? If you look at the bottom of the first post you see an example of the footprint for the files. In the plugins folder you should have tt_uv_toolkit_2.rb and a folder TT_UV_Toolkit which contains other .rb files.
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by Justo » Thu Feb 03, 2011 12:27 pm
i believe they're in the right spots? tt_uv_toolkit_2.rb is in plugin folder and folder TT_UV_Toolkit contains clipboard, core, memory, and quadface .rb files. TT_Lib2 is in plugin folder.
if it makes a difference, this is the first time ive tried to use this plugin (no older versions)
Cheers Justin
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