[Plugin] QuadFaceToolsRe: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011fredo,
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 learn from the mistakes of others, you may not live long enough to make them all yourself...
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011thom thank you very much for this excellent tool.
I just noticed some problems to apply and modify materials, forms closed (loop) Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
Can you elaborate? Very vague description there.. Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011Hi 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 Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
I've gotten several reports on this. I'll try to get a patch out soon. Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
See PM. Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
See reply. ![]() Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011Hi 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" He who makes no mistakes, makes nothing
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
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.
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. Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
Might be related to the nil errors people are reporting... Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011Version 0.4.1
Added a hotpatch to address the loading errors. Might resolve a couple of irregular behaviours as well. Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011for example, how to apply texture to that?
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
Try with version 0.4.1 - maybe your issues was related to the nil errors... Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.0b) — 04 October 2011
Had a look at my code again - it does already use inferencing... But I'm changing it so you see the inference icons. Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011
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? Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011Thank 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 He who makes no mistakes, makes nothing
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011
How/where do you pick the U and V axis? Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011Looking 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.
Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011Here'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? There's a frontroom and a backroom....reverse faces
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011Thomas,
thanks for your advice. The texture was not seamless. Now, the planking is almost perfect. He who makes no mistakes, makes nothing
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011
"Compressing" - as in distorted texture, no parallel lines in the UV mapping? "Stretching" - would that include skewed textures? Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011Compressing 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. There's a frontroom and a backroom....reverse faces
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011
Can you elaborate on this one? Maybe some screens or illustrations. Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011What 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.
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011
How would this manipulation affect the original mesh? Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011Not the mesh. The UVs. Kind of like when you edit texture in a component and all the rest gets updated in real time.
WYSIWYG Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011
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? Thomas Thomassen — SketchUp Monkey & Coding addict
List of my plugins and link to the CookieWare fund
Re: [Plugin] QuadFaceTools (0.4.1b) — 09 October 2011For 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. |