[Plugin] QuadFaceTools

Re: [Plugin] QuadFaceTools

Postby john2 » Sat May 10, 2014 2:02 am

thomthom wrote:All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.


Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors :D
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Re: [Plugin] QuadFaceTools

Postby john2 » Sat May 10, 2014 2:03 am

thomthom wrote:All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.


Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors :D
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Re: [Plugin] QuadFaceTools

Postby thomthom » Sat May 10, 2014 11:07 am

Excellent! :)
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Re: [Plugin] QuadFaceTools

Postby john2 » Sat May 10, 2014 4:08 pm

thomthom wrote:Excellent! :)

:thumb:
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Re: [Plugin] QuadFaceTools

Postby john2 » Thu May 15, 2014 3:15 pm

Can these tools somehow used to solve the problem I'm facing here?

viewtopic.php?f=15&t=57167&p=520075#p520075
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Re: [Plugin] QuadFaceTools

Postby rombout » Fri May 16, 2014 10:29 pm

How does the blender quads to sketchup quads work, when i press the Suzanne (monkey) icon nothing happens?
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Re: [Plugin] QuadFaceTools

Postby thomthom » Sat May 17, 2014 10:12 am

It's for converting imported geometry to Quads. When exporting geometry to blender and importing into SketchUp the edge that split the triangles in a non-planar quad is hidden - this function convert it to work with QuadFace Tools.
https://bitbucket.org/thomthom/quadface ... face-quads
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Re: [Plugin] QuadFaceTools

Postby Rich O Brien » Sat May 17, 2014 10:25 am

When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads
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Re: [Plugin] QuadFaceTools

Postby thomthom » Sun May 18, 2014 10:03 am

Rich O Brien wrote:When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads

When does it fail? :shock:
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Re: [Plugin] QuadFaceTools

Postby Rich O Brien » Sun May 18, 2014 10:32 am

By fail I mean the mesh generated is not what you had in blender.

Tons of reversed faces and duplicate faces.
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Re: [Plugin] QuadFaceTools

Postby gamophyte » Sat Aug 02, 2014 9:59 am

I am a noob at uv mapping but know SU pretty well. I simply wanted a texture to wrap around the outer lamp shade, I am building for a game.
No matter how many times I try, I can't seem to get the materiel on the outside of the shade (I selected out from the rest of the model). It keeps appearing on the inside. I realized that selecting faces outside is also selecting faces inside. I know I can make the shade thicker but I need it to be one poly thick to keep polys down.

Is there a way to do this?
THANKS!
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Re: [Plugin] QuadFaceTools

Postby TIG » Sat Aug 02, 2014 1:08 pm

The 'fronts' of those faces are probably oriented so that they facing 'inwards'.
Faces have backs and fronts...

Change the default back face color in the Style to be distinctive from the front color [say bright blue v off-white] and then View in Monochrome mode...
You'll see what is wrong...
To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...
The similar tool 'Orient' will make all faces connected to the selected one face to have the same orientation - it might cause issues if an edge is shared by more than two faces as then you can never get them all to share the same orientation...
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Re: [Plugin] QuadFaceTools

Postby gamophyte » Sat Aug 02, 2014 8:45 pm

TIG wrote:To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...


It was just as you said. I guess it became that way when I did the fallowme tool to make my lamp from a cross section. I actually fixed it by selecting whole shade without worry of selecting certain faces.

I'm golden now, thanks so much!
EDIT: is there a way to then do quadface on the other side? I want to do just have the diamond black frame of the texture on the back. Do I just reverse faces again?
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too many tex: [Plugin] QuadFaceTools

Postby gamophyte » Sat Aug 02, 2014 10:54 pm

It looks like this method won't work for my game design. I thought the textures where placed not duplicated to make it work.



If I made this lamp by straight applying and positioning materials on faces the export 3ds would only be four materials (four pngs to put in my game assets folder). Using this way, well.. the screenshot. I can't have hundreds of the same texture.

Is there a way around this? Have texture alignment coordinates instead of multiple textures?
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Re: [Plugin] QuadFaceTools

Postby tt_su » Mon Aug 04, 2014 10:45 am

gamophyte wrote:I'm golden now, thanks so much!
EDIT: is there a way to then do quadface on the other side? I want to do just have the diamond black frame of the texture on the back. Do I just reverse faces again?

You can use my "UV Toolkit" extension to transfer UV mapping between front and back side of faces.
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Re: [Plugin] QuadFaceTools

Postby Le Quoc Hung » Sat Sep 06, 2014 4:58 pm

A question: Is there a way to chamfer quad faces? Look like that :

http://www.mariussilaghi.com/products/q ... r-modifier
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Re: [Plugin] QuadFaceTools

Postby thomthom » Thu Sep 11, 2014 10:25 am

Hmm... I wonder if Fredo's RoundCorner extensions support quads? I know a few of this extensions support quad faces like QuadFaceTools'.
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Re: [Plugin] QuadFaceTools

Postby Kristusea » Sat Sep 27, 2014 9:34 am

How would i go about texturing this? When i select the road part it only textures those 2 faces and when i select the sidewalk it doesn't work at all. Am i doing something wrong?
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Re: [Plugin] QuadFaceTools

Postby pbacot » Sun Sep 28, 2014 3:01 pm

Turn off hidden geometry to select whole surfaces.
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Re: [Plugin] QuadFaceTools

Postby Kristusea » Mon Sep 29, 2014 2:05 pm

I did select the whole surface but that's all it paints.
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Re: [Plugin] QuadFaceTools

Postby TIG » Tue Sep 30, 2014 9:47 am

View > Hidden Geometry > OFF
THEN paint surface ?
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Re: [Plugin] QuadFaceTools

Postby Kristusea » Wed Oct 01, 2014 10:46 am

That's not the point! I know how to turn off hidden edges.
What i'm saying is when i select the UV Mapping Tool i can only select one axes.
The only part where i can select 2 axes is that part on the pic. Nothing else gets textured even when the whole thing is selected. I hope i made myself clear now.
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Re: [Plugin] QuadFaceTools

Postby TIG » Wed Oct 01, 2014 10:53 am

Can you post the problem SKP, so we can look at it ?
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Re: [Plugin] QuadFaceTools

Postby jo-ke » Sun Nov 09, 2014 2:59 pm

I am using this plugin to texture a special curtain model.

I used SU7 with Quadfacetools and changed now to SU2015pro. and the UV mappingtool doesn't work anymore.

I've downloaded the latest version.

did I do something wrong?
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Re: [Plugin] QuadFaceTools

Postby Krisidious » Sun Nov 09, 2014 3:07 pm

Works for me... Maybe you need TT's new library?
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Re: [Plugin] QuadFaceTools

Postby jo-ke » Sun Nov 09, 2014 3:09 pm

Is also installed the latest version with su2015. I'll post both files here....
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Re: [Plugin] QuadFaceTools

Postby jo-ke » Sun Nov 09, 2014 3:21 pm

here is the comparison
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Re: [Plugin] QuadFaceTools

Postby jo-ke » Sun Nov 09, 2014 3:25 pm

here are the files

su7 works
su2015 doesn't work
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Re: [Plugin] QuadFaceTools

Postby thomthom » Sun Nov 09, 2014 7:46 pm

If you open the Ruby Console while you try to use QuadFace Tools - do you see any error message?

Also, can you describe the steps you perform in more detail?
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Re: [Plugin] QuadFaceTools

Postby jo-ke » Mon Nov 10, 2014 12:11 am

when I start the uv mapper in version 2015 it doesn't show the horizontal and the vertical line to set the direction of the texture. so I can't use it.
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