[Plugin] QuadFaceTools

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

Postby driven » Fri Oct 07, 2011 6:07 pm

fredo,

I painted your mesh first, using eye-dropper and bucket, then 'UV Map Selected' and it seems to work.

but I'm just starting as well...

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

Postby jorge2011 » Fri Oct 07, 2011 7:08 pm

thom thank you very much for this excellent tool.
I just noticed some problems to apply and modify materials, forms closed (loop)
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Fri Oct 07, 2011 7:34 pm

jorge2011 wrote:thom thank you very much for this excellent tool.
I just noticed some problems to apply and modify materials, forms closed (loop)

Can you elaborate? Very vague description there..
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby gaonirico » Sat Oct 08, 2011 2:52 am

Hi Thomthom
Thanks for the beautiful plugin that have created, very useful. Yesterday it was tasting very well and today when turn to start Sketchup 8 appears me the window with an error:

Error al cargar archivo C:/Program Files/Google/Google SketchUp 8/Plugins/TT_QuadFaceTools/core.rb
undefined method `to_l' for nil:NilClassError al cargar archivo tt_quadface.rb
undefined method `to_l' for nil:NilClass

I have tasted by returning to install the plugin but appears me the same error
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby tulacong » Sat Oct 08, 2011 8:41 am

very well :sketchstatic:
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Sat Oct 08, 2011 9:01 am

gaonirico wrote:Hi Thomthom
Thanks for the beautiful plugin that have created, very useful. Yesterday it was tasting very well and today when turn to start Sketchup 8 appears me the window with an error:

Error al cargar archivo C:/Program Files/Google/Google SketchUp 8/Plugins/TT_QuadFaceTools/core.rb
undefined method `to_l' for nil:NilClassError al cargar archivo tt_quadface.rb
undefined method `to_l' for nil:NilClass

I have tasted by returning to install the plugin but appears me the same error

I've gotten several reports on this. I'll try to get a patch out soon.
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby Pixero » Sat Oct 08, 2011 7:15 pm

thomthom wrote:
Pixero wrote:Hmm, for some reason I'm having trouble selecting the V direction.
(Especially if I try to click on an outer edge.)
Usually, selecting the U direction works.
Then for V it doesnt select what I'm clicking on. :?
When I click the edge on the other side of the selected U edge, "mirrored from the first", it works more often, but the texture isn't applied as I would like. :(
I'm having this problem with every model I tried.
SU 8, Windows 7 64.

Screenshots? Video?


See PM.
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Sat Oct 08, 2011 7:20 pm

Pixero wrote:
thomthom wrote:
Pixero wrote:Hmm, for some reason I'm having trouble selecting the V direction.
(Especially if I try to click on an outer edge.)
Usually, selecting the U direction works.
Then for V it doesnt select what I'm clicking on. :?
When I click the edge on the other side of the selected U edge, "mirrored from the first", it works more often, but the texture isn't applied as I would like. :(
I'm having this problem with every model I tried.
SU 8, Windows 7 64.

Screenshots? Video?


See PM.

See reply. ;)
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby charly2008 » Sun Oct 09, 2011 6:52 pm

Hi Fredo,

I think you need before placing the texture on the face. Then you can scale the texture. Whether it is possible to be centered I do not know.

The second example I have made with "UV Unwraps, copy and past UV"
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Sun Oct 09, 2011 7:01 pm

charly2008 wrote:I think you need before placing the texture on the face. Then you can scale the texture.

Need what? Selecting? If what you meant to say, then that is not needed. Selecting just limits the mapping to the selected mesh. Otherwise it maps the whole connected mesh.

charly2008 wrote:Whether it is possible to be centered I do not know.

Pick the corner as starting point. The point where is axis cross is the origin of where the mapping is done.

In a coming update I hope to add controls to adjust the starting point after picking the axis.
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Sun Oct 09, 2011 7:04 pm

Fredo6 wrote:Tom,

Here is the model where I have problem (I get the UV axes, but the texture does not appear).
Quad-mapping Fred.png


Fredo

Might be related to the nil errors people are reporting...
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Sun Oct 09, 2011 7:33 pm

Version 0.4.1
Added a hotpatch to address the loading errors. Might resolve a couple of irregular behaviours as well.
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby jorge2011 » Sun Oct 09, 2011 7:36 pm

for example, how to apply texture to that?
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Sun Oct 09, 2011 7:45 pm

cmeed wrote:great to see a video and what amazing work you put into this forum. really well done.

I'm trying this out for the first time and am having some trouble, the problem is that i can put a texture in but then cant change it to a new one

Its basically only works once and you can't map anything else to that shape. or i've missed something. - I'm on a mac

(suggestion - is there a roll over help pop up that can be used that when you leave the curser ove an icon a pop up help describes the function?)

Try with version 0.4.1 - maybe your issues was related to the nil errors...
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Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011

Postby thomthom » Sun Oct 09, 2011 7:45 pm

Rich O'Brien wrote:When using "Unwrap Picked Grid" it'd be nice if it used inferencing.

Had a look at my code again - it does already use inferencing... But I'm changing it so you see the inference icons.
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Sun Oct 09, 2011 7:47 pm

jorge2011 wrote:for example, how to apply texture to that?

Select the material you want to use from the Material Browser. Then pick the U and V axis.
I noticed that in the model you posted, no material was selected - I'm guessing this was your issue?
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby charly2008 » Sun Oct 09, 2011 8:57 pm

Thank You Thomas,

In any case, this is a fantastic tool I've ever wanted for a long time, especially for the planking of ship hulls. But I have a small problem which I have not yet overcome.

Charly
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Sun Oct 09, 2011 9:59 pm

charly2008 wrote:Thank You Thomas,

In any case, this is a fantastic tool I've ever wanted for a long time, especially for the planking of ship hulls. But I have a small problem which I have not yet overcome.

Charly

How/where do you pick the U and V axis?
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Sun Oct 09, 2011 10:03 pm

Looking at it, where you see the seam, that's where you set your axis, right? Your texture isn't seamless, so it's the two ends of the texture that meets at the axis.
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby Rich O Brien » Sun Oct 09, 2011 10:09 pm

Here's a big big ask...

The 'Show Grid' is a great option is it possible that this grid represents 'Compressing'[Red], 'Stretching'[Blue] and Normal[Green] of the UVs?
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby charly2008 » Sun Oct 09, 2011 10:42 pm

Thomas,

thanks for your advice. The texture was not seamless. Now, the planking is almost perfect.
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby Gaieus » Mon Oct 10, 2011 8:24 am

Cool hull! ;)
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Mon Oct 10, 2011 8:35 am

Rich O'Brien wrote:The 'Show Grid' is a great option is it possible that this grid represents 'Compressing'[Red], 'Stretching'[Blue] and Normal[Green] of the UVs?

"Compressing" - as in distorted texture, no parallel lines in the UV mapping? "Stretching" - would that include skewed textures?
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby Rich O Brien » Mon Oct 10, 2011 10:55 am

Compressing as in the UV has been scaled down in the UV space so that it doesn't appear 'normal'

Stretching as in the UV has been scaled up in the UV space so that it doesn't appear 'normal'

So, distortion/skewing is including in these suggestions above.

What would be incredible is that once unwrapped and the colors show problem areas you could then adjust verts to alleviate this distortion.
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Mon Oct 10, 2011 11:18 am

Rich O'Brien wrote:What would be incredible is that once unwrapped and the colors show problem areas you could then adjust verts to alleviate this distortion.

Can you elaborate on this one? Maybe some screens or illustrations.
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby Pixero » Mon Oct 10, 2011 12:58 pm

What would be great is if the original and the unwrapped faces were "linked" so when manipulating vertices on the flat object you could directly see its effect on the original object.
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Mon Oct 10, 2011 1:07 pm

Pixero wrote:What would be great is if the original and the unwrapped faces were "linked" so when manipulating vertices on the flat object you could directly see its effect on the original object.

How would this manipulation affect the original mesh?
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby Pixero » Mon Oct 10, 2011 1:20 pm

Not the mesh. The UVs. Kind of like when you edit texture in a component and all the rest gets updated in real time.
WYSIWYG
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby thomthom » Mon Oct 10, 2011 1:31 pm

Pixero wrote:Not the mesh. The UVs. Kind of like when you edit texture in a component and all the rest gets updated in real time.
WYSIWYG

Interesting. However, I don't think I can hook into the native mapper.
Did you mean that if you remapped the unwrapped grid with the UV Map tool it'd update?

How about a context menu item "Update" which would update the source?
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Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011

Postby Pixero » Mon Oct 10, 2011 1:54 pm

For example. If you have a object that have the UVs stretched from the default mapping with your tool.
If you then edited the position of the vertices on the unwrapped object you should see how that effects the original objects mapping. Preferably in real time.

stretching.jpg
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