[Plugin] QuadFaceTools

Re: [Plugin] QuadFaceTools

Postby summerson1990 » Tue Feb 25, 2020 11:06 am

I've got some questions.

1. Why does "convert triangulated mesh to quads" sometimes makes it in two or more steps only? Sometimes it doesn't find all the quads at once and I need to repeat an operation twice or more times. For example to that kind of mesh I had to do it 5 or 6 times to find almost all the quads.

Screenshot_6.jpg


2. But the construction of the quads differs. For example if I import that mesh to SU as .dwg it takes it almost fully quad without any additional manipulations. But if I import it as .3ds it makes me to "convert triangulated mesh to quads" 5-6 times but anyway in some places quads differs from the original quad mesh.

Screenshot_4.jpg


Screenshot_2.jpg


Screenshot_1.jpg



3. Is that possible to export quad mesh from SU to 3ds Max so that mesh could be recognized in 3ds max like quad mesh? I know that SU has no actual quads but maybe that doesn't mean it can't be exported from here to other software like 3ds max being actually quad mesh? Of course if the surface of the mesh created without diagonal edge dividing it to 2 triangles it's ok when I open it in 3ds Max but if the surface divided with diagonal edges in hard surfaces and I try to export it to 3ds max it becomes triangulated and all these diagonal edges appear. I was tried to use different file formats but no success.

Screenshot_3.jpg


Screenshot_5.jpg
0
User avatar
summerson1990 
 

Re: [Plugin] QuadFaceTools

Postby pilou » Tue Feb 25, 2020 11:10 am

Why not export from Max only unwelded quads? (separated)
0
Frenchy Pilou
Is beautiful that please without concept!
Speedy Galerie
User avatar
pilou 
Top SketchUcator
 

Re: [Plugin] QuadFaceTools

Postby summerson1990 » Tue Feb 25, 2020 1:14 pm

pilou wrote:Why not export from Max only unwelded quads? (separated)

I have found that it's probably best of all to export from max as .obj but it can't import UV mapping correctly
0
User avatar
summerson1990 
 

Re: [Plugin] QuadFaceTools

Postby panixia » Fri Feb 28, 2020 2:12 pm

summerson1990 wrote:
pilou wrote:Why not export from Max only unwelded quads? (separated)

I have found that it's probably best of all to export from max as .obj but it can't import UV mapping correctly

Just no. Stay away from the native obj exporter, it will just destroy non planar quads.

Using the obj exporter in quadface tools (not the default sketchup obj exporter or other exporters plugins) , I manage to export models from quadface tools to 3dsMax preserving QFT quads.
Still a lot of workarounds goin'on.

You need to import the obj in max checking the "import as single mesh" and "import as editable poly" and unchecking any "retriangulate" option.

After that, you still need some manual cleanup.
You will notice (at least this is what happen for me so far) that if you edit the mesh in "element" mode from the modify panel, the mesh is generated twice.
There's one big welded element with quads (which is the one you want to preserve) and, overlapped on thop of that, an individual element for each single triangle in the mesh (you want to get rid of that).

What I usually do is to select one random element. If I'm lucky enough, the big quad element is selected. In that case, I just invert selection and hit delete to get rid of the bad duplicated geometry. If I'm less lucky and select a floating triangle I just delete that element and click again in the very same place to be sure i can select the "good mesh".

You have not finished yet.
Once you finished the mesh cleanup, you need to add an unwrap modifier on top of that and check your uv islands.
You'll eventually notice that the island are properly arranged, but there's an unwanted seam for each single QFT quad border.
That's really annoying for me (I'm importing this models after I properly UV map them in Wrap-r and sometime need to do minor rework in Max before export to Unity for VR apps).
If you import such model in Unity as it is, it will have quadruple the vertex count it should, being that vertices at the border of uv-island are split at runtime in Unity (that's how it works in gpu).
That's make for a really poor performing game asset.

What I usally do to fix this problem, is just to activate the vertex mode of max unwrap editor, select all the vertices (assuming you don't have overlapping uv's) and just weld them.

I recently noticed that Wrap-r does a pretty good job exporting quad meshes to 3dsMax in obj format.
You just open the sketchup/qft quad model in wrap-r, do the uv stuff, export an obj from wrap-r and that imports fine with quads in Max.
Still not perfect, because for some reason, the material is imported with 0% opacity set up by default.
Not a big deal if you know it, but the first time this drove me crazy because I was thinking it imported just a wireframe mesh. :|
0
User avatar
panixia 
 

Re: [Plugin] QuadFaceTools

Postby Pahalozovo » Tue Mar 03, 2020 11:31 pm

SketchUp 2019 installed QuadFace Tools v0.14.0
Requires TT_Lib2, I did not figure out how to connect it.
0

Pahalozovo 
 

Re: [Plugin] QuadFaceTools

Postby Dave R » Wed Mar 04, 2020 2:31 pm

Pahalozovo wrote:Requires TT_Lib2, I did not figure out how to connect it.


Install TT-Lib.
0
Etaoin Shrdlu


%

(THERE'S NO PLACE LIKE)

G28 X0.0 Y0.0 Z0.0

M30

%
User avatar
Dave R 
Global Moderator
 

Re: [Plugin] QuadFaceTools

Postby Einstein » Wed Mar 04, 2020 8:50 pm

Hi!

I'm thinking...
If I export a model with quad topology using QuadFace Tools' OBJ Exporter and import it to Blender, it should theoretically import with quads retained. In fact, the mesh imports triangulated, as in the screenshot.
Otherwise Blender wouldn't display diagonal edges.

I inspected the topology in SketchUp with QuadFace Tools color analysis and I'm sure I exported quads. Am I doing something wrong? Did you guys try to move quads from SketchUp to Blender?
0

Einstein 
 

Re: [Plugin] QuadFaceTools

Postby panixia » Fri Mar 06, 2020 9:34 am

Einstein wrote:If I export a model with quad topology using QuadFace Tools' OBJ Exporter and import it to Blender, it should theoretically import with quads retained. In fact, the mesh imports triangulated, as in the screenshot.

Did you try to do what I described above about 3dsmax? It could be basically the same in blender..
0
User avatar
panixia 
 

Re: [Plugin] QuadFaceTools

Postby Forrest09 » Sun Apr 05, 2020 2:13 am

Hello, is there a way I can hover over an edge and choose where to place the loop instead of inserting it in the middle ? (using Quadface tools)
0

Forrest09 
 

Re: [Plugin] QuadFaceTools

Postby panixia » Sun Apr 05, 2020 7:07 pm

Forrest09 wrote:Hello, is there a way I can hover over an edge and choose where to place the loop instead of inserting it in the middle ? (using Quadface tools)


try offset loop.
0
User avatar
panixia 
 

SketchUcation One-Liner Adverts

by Ad Machine » 5 minutes ago



Ad Machine 
Robot
 

Previous


 

Return to Plugins

Who is online

Users browsing this forum: HAL, oscardelavega, topcon and 10 guests

Visit our sponsors: