[Plugin] UV Toolkit

Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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")
:D
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Rich O Brien » Wed Jan 19, 2011 12:59 pm

Or even "Gaieus is pestering" maybe?
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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...... :thumb:
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Ro33y » Sun Jan 23, 2011 6:24 pm

:berserk: :sketchstatic:

thanks a lot thom!! :thumb:

very usefull... :enlight:
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby robert111 » Mon Jan 24, 2011 3:55 pm

thanks thomthom
i have uv toolkit and not toolkit2
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby robert111 » Mon Jan 24, 2011 3:56 pm

i have windows xp pack 3
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby robert111 » Mon Jan 24, 2011 5:39 pm

I did not understand, can you explain more clearly
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby JoZ » Mon Jan 31, 2011 2:48 pm

Perfect... now I must remind of that... everything I think... You have yet thought about! :-P
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011 [request

Postby 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 :D )
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 original

what do u think ? possible ?

deforming the face was nice however without I'd be happy too :fro:

great work so far works great
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Re: [Plugin] UV Toolkit (0.1.1b)

Postby 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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Re: [Plugin] UV Toolkit (0.1.1b)

Postby 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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Re: [Plugin] UV Toolkit (0.1.1b)

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011 [request

Postby 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 :D )
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 original

what do u think ? possible ?

deforming the face was nice however without I'd be happy too :fro:

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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby 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)
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Justin

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