[Plugin] QuadFaceTools

Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

Postby Daniel S » Thu Aug 18, 2011 12:52 pm

thomthom wrote:I added a function that projects the selected faces ( any face ) to a best fit plane. ( Best fit plane is based on the selection ). It also ensures that quads connected to the selection are triangulated so they don't break due to SketchUp's AutoFold feature.
Then I added a separate Remove Triangulation function.

Both will be present in the next release. (Among other updates/changes)


What happens if the selection is all the model? Will work? I attach a quick example because is difficult for my to explain it in english.

If I select all the model, the plugin will convert the faces into coplanar quads and delete the triangulations? In the attached model if you turn on the hidden geometry view you will see the triangulation. If you try to delete the lines you will delete the faces too because is not coplanar. If you make a coplanar face it will disort the connected faces. Is there a solution for this?

Daniel S
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Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

Postby thomthom » Thu Aug 18, 2011 1:41 pm

Daniel S wrote:What happens if the selection is all the model?

All the faces selected will be coplanar to the same plane.

Daniel S wrote:If you make a coplanar face it will disort the connected faces. Is there a solution for this?

No - it can't make a non-planar quad planar without affecting the connected quads.

If you try to model a mesh by forcing all quads to be planar you'll be setting your self up for a lot of trouble because it puts too many constraints on the geometry.
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Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

Postby Daniel S » Thu Aug 18, 2011 2:09 pm

Thank you for your answer Thomas.
I thought that maybe exists a magic method but is not the case.

Thank you again,
Daniel S
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Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

Postby thomthom » Thu Aug 18, 2011 2:16 pm

No magic I'm afraid. Just think of the geometric constraints - making one non-planar quad planar requires that you move its vertices and that means that it will affect all the geometry connected to the vertices.
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Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

Postby Daniel S » Thu Aug 18, 2011 3:03 pm

thomthom wrote:No magic I'm afraid. Just think of the geometric constraints - making one non-planar quad planar requires that you move its vertices and that means that it will affect all the geometry connected to the vertices.


Yes, of course will affect the geometry connected to that face. I was asking if there was a method where can I make all quads coplanar automatically and connected. With every quad with a different normal. This normal will be an average normal of the two triangles that makes the original non-planar quad.
Perhaps already exists a solution for converting all non-planar to coplanar quads creating more coplanar quads for connecting the geometry. Of course changing the original shape of the model as little as possible. Only a doubt that I always had.

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Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

Postby thomthom » Thu Aug 18, 2011 3:08 pm

I don't know if it is at all possible. But it won't be anything I'll be trying in the near future. So many other things that needs to be done first.
And the purpose of this plugin was to provide a way to treat triangulated quads as one unit...
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Re: [Plugin] QuadFaceTools (0.2.0b) — 19 August 2011

Postby thomthom » Fri Aug 19, 2011 12:45 pm

Version 0.2.0b
  • Select Region to Loop
  • Remove Triangualtion
  • Make Planar
  • Context Menu
  • Smooth / Unsmooth Quads
  • Blender Quads to SketchUp Quads
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Re: [Plugin] QuadFaceTools (0.2.0b) — 19 August 2011

Postby Panga » Fri Aug 19, 2011 2:04 pm

Thanks thomthom for this plugin ! :thumb:
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Re: [Plugin] QuadFaceTools (0.2.0b) — 19 August 2011

Postby Ben Ritter » Sat Aug 20, 2011 1:33 am

Thank you Thomthom, very much.
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Re: [Plugin] QuadFaceTools (0.2.0b) — 19 August 2011

Postby pep75 » Sat Aug 20, 2011 5:01 pm

HOLY :berserk:

Brilliant!!
Thanks!
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Re: [Plugin] QuadFaceTools (0.2.0b) — 19 August 2011

Postby notareal » Tue Aug 23, 2011 3:58 pm

:sketchstatic: Wow!
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Re: [Plugin] QuadFaceTools (0.1.0b) — 14 August 2011

Postby thomthom » Tue Aug 30, 2011 12:22 pm

EarthMover wrote:Any plans on adding a Ring Connect option as a way to add additional loops?


I just felt like teasing you with a screenshot of a new tool I've been working on...

ConnectEdgesWIP.png


;)

( What I'd love to do later on to improve it is to adapt the splits to the geometry around them. )
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Re: [Plugin] QuadFaceTools (0.2.0b) — 19 August 2011

Postby babman91 » Mon Sep 05, 2011 5:24 pm

Remind me to donate tons of cookies when I graduate from college after a year
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Re: [Plugin] QuadFaceTools (0.2.0b) — 19 August 2011

Postby thomthom » Tue Sep 06, 2011 2:21 pm

EarthMover wrote:Any plans on adding a Ring Connect option as a way to add additional loops?

:berserk: I finally got it working! Just need to finish the UI. :D :D
I hope to release 0.3 this week. ;)
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Re: [Plugin] QuadFaceTools (0.3.0b) — 9 September 2011

Postby thomthom » Fri Sep 09, 2011 4:45 pm

Version 0.3.0
  • Connect Edges
  • Insert Loops
  • Remove Loops
  • Flip Edges
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Re: [Plugin] QuadFaceTools (0.3.0b) — 9 September 2011

Postby EarthMover » Fri Sep 09, 2011 4:48 pm

:sketchstatic: :thumb: :thumb: Greatness achieved my friend! Thanks for all you do in the name of progress!
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Re: [Plugin] QuadFaceTools (0.3.0b) — 9 September 2011

Postby thomthom » Fri Sep 09, 2011 4:57 pm

EarthMover wrote::sketchstatic: :thumb: :thumb: Greatness achieved my friend! Thanks for all you do in the name of progress!

This release is dedicated to you my friend. ;)
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Re: [Plugin] QuadFaceTools (0.3.0b) — 09 September 2011

Postby thomthom » Mon Sep 12, 2011 11:51 pm

Updated the first post with a video of a coming UV mapping feature. ;)
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Re: [Plugin] QuadFaceTools (0.3.0b) — 09 September 2011

Postby Rich O Brien » Mon Sep 12, 2011 11:59 pm

:thumb:

I want to play too :(

Where'd you get that UV Map?
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Re: [Plugin] QuadFaceTools (0.3.0b) — 09 September 2011

Postby thomthom » Tue Sep 13, 2011 12:11 am

Rich O'Brien wrote:Where'd you get that UV Map?

Made it myself. I use it in my template where I have replaced the Googlers with a 1x1x1m standard metric UV mapped cube. :)
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Re: [Plugin] QuadFaceTools (0.3.0b) — 09 September 2011

Postby EarthMover » Tue Sep 13, 2011 12:40 am

Nice work with the UV idea. Just so I understand, once you are able to establish the orientation via the quad distribution, you can then use a larger map over the entire surface and have it distribute evenly? It's not going to just scale the texture per the quad boundaries, correct? If it's doing what I think, it's bloody brilliant! :thumb:
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Re: [Plugin] QuadFaceTools (0.3.0b) — 09 September 2011

Postby Stinkie » Tue Sep 13, 2011 6:26 am

Wait, wait ... just woke up, so let me see if I got this right ... no more distorted textures?
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Re: [Plugin] QuadFaceTools (0.3.0b) — 09 September 2011

Postby thomthom » Tue Sep 13, 2011 8:54 am

EarthMover wrote:Nice work with the UV idea. Just so I understand, once you are able to establish the orientation via the quad distribution, you can then use a larger map over the entire surface and have it distribute evenly? It's not going to just scale the texture per the quad boundaries, correct? If it's doing what I think, it's bloody brilliant! :thumb:

That is correct. But there are limitations to the topology though. It must be free of poles. ( http://blenderartists.org/forum/showthr ... post849794 )

stinkie wrote:Wait, wait ... just woke up, so let me see if I got this right ... no more distorted textures?

Not necessarily, mapping a planar quad with edges not parallel to each other will result in a distorted texture. One the other hand, if you triangulate it, then the mapping of the two triangles in the quad be skewed instead of distorted. And that will lead to less problems with render engines.
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Tue Oct 04, 2011 9:54 pm

Version 0.4.0

Important!
This version redefines what a QuadFace is. In order to use quad face meshes used by older versions you must update them.
Tools > QuadFace Tools > Convert > Sandbox Quads to QuadFace Quads


Download

Changelog 0.4.0

UV Mapping


UV Transferring


UV Unwrap
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby Rich O Brien » Tue Oct 04, 2011 10:02 pm

That is immense.

I commend your hard work and perseverance :thumb:
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby derei » Tue Oct 04, 2011 10:14 pm

As I recall, you have (at least) two more plugins that do some related stuff. Does it replace any of them? I'm asking to know if I should remove something from what I already have.

Thank you for this one.
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby Rich O Brien » Tue Oct 04, 2011 10:21 pm

Is a portion of the UV Toolkit 2 tools now redundant?
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby TIG » Tue Oct 04, 2011 10:27 pm

Thanks thomthom :D
I've also updated and posted my 'EEbyRails' and 'EEbyLoft' tools today so that their new 'Quad Face' options follow the latest standards, where diagonals are soft+smooth+hidden...
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Tue Oct 04, 2011 10:27 pm

Yea, parts of the features in UV Toolkit is now in QuadFace. And the mapping tool I promised for UV Toolkit is now implemented in QuadFace Tools, because I found that mapping required a predictable topology.

UV Toolkit is not 100% obsolete yet, but it might slowly become so. I don't expect I'll add more to UV Toolkit, instead QuadFace Tools will get the new features.

However, I now plan to take a break from QuadFace Tools ( final last words... ) while I return focus on Vertex Tools and Bezier Surface. (Both which will benefit from many of the features in QuadFace Tools.)
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Tue Oct 04, 2011 10:28 pm

TIG wrote:Thanks thomthom :D
I've also updated and posted my 'EEbyRails' and 'EEbyLoft' tools today so that their new 'Quad Face' options follow the latest standards, where diagonals are soft+smooth+hidden...

Wow! That was fast! :thumb: :thumb:
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