Wrap-R for SketchUp

Re: Wrap-R for SketchUp

Postby JQL » Thu Mar 09, 2017 11:20 pm

Fine Tutorial Rich Derei. I was going to get there, I'm sure, but the "More manageable parts" is really the key for selection without the curve.

Great Tut!
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Re: Wrap-R for SketchUp

Postby rv1974 » Fri Mar 10, 2017 1:14 pm

Derei, I complained earlier about scale bug and answer was to use [] keys to manage the tsx size. BUT when application blows up x50! scaling down 5% with bracket keys hardly helps. I'm curious whether this bug would migrate to final release.
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Last edited by rv1974 on Fri Mar 10, 2017 1:18 pm, edited 1 time in total.

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Re: Wrap-R for SketchUp

Postby Rich O Brien » Fri Mar 10, 2017 1:16 pm

You didn't explain clearly your issue. I didn't know what you were referring to.

We are aware of the scaling issue. And the next release will fix it.

But if someone can reliable identify the workflow to reproduce it then please share it here.
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Re: Wrap-R for SketchUp

Postby derei » Fri Mar 10, 2017 1:23 pm

Rich O Brien wrote:But if someone can reliable identify the workflow to reproduce it then please share it here.

I am not sure if is 100% the cause, but i noticed it happening when I am scaling the uv-mesh in WrapR... seems that scaling the mesh will result in this model scaling-down. It should not alter the geometry, but only the way texture is projected on the mesh, but for some reason it does.

Also, there are sometimes unwelded (red) edges that appear after the model was saved and automatically reloaded.

Another issue is undoing the uv import from wrapr: if I imported the uv mapping on my model, but then i hit undo for any reason, i can't re import it or redo the operation.
When I need that, I do a trick: i rename the existing wrapr sketchup file (found in WrapR folder), then I export again to wrapr. Now a new skp file will be exported. I delete the new file and I rename the old one back.. in this way i can import the uvs that were previously used... is a messy workaround, prone to many mistakes and it should be solved in a better way (eg. to allow importing uvs from custom selected file - this way i can save several uv options and test them separately).
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Re: Wrap-R for SketchUp

Postby Rich O Brien » Fri Mar 10, 2017 1:33 pm

I like that idea.

Added to list.
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Re: Wrap-R for SketchUp

Postby derei » Fri Mar 10, 2017 3:03 pm

Rich O Brien wrote:I like that idea.

Added to list.

About one week ago i sent you an email with a report with my first experience after a consistent use... I don't know if you received it, because I got no response back... even the shrinking bug was mentioned in there.
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Re: Wrap-R for SketchUp

Postby cuttingedge » Sat Mar 11, 2017 4:16 am

derei wrote:I put a quick tutorial together for the flower...

Hope it helps...



Thanks Derei for taking time to do this tutorial. I got the idea! Im sure this will be useful!
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Re: Wrap-R for SketchUp

Postby JQL » Sat Mar 11, 2017 12:44 pm

cuttingedge wrote:Thanks Derei for taking time to do this tutorial. I got the idea! Im sure this will be useful!


Sorry Derei, I thought it was Rich that made the tut. It's excellent!
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Re: Wrap-R for SketchUp

Postby Rich O Brien » Sat Mar 11, 2017 12:45 pm

@derei

Email received.

We are working on a fix. We already know about it from the private beta.
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Re: Wrap-R for SketchUp

Postby rv1974 » Sat Mar 11, 2017 9:23 pm

Rich, I'm trying to understand.. Do you confirm there's a bug with Wrap-R not obeying 'switch primary and secondary buttons' mouse mode? If yes, is it fixable?
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Re: Wrap-R for SketchUp

Postby jonorman » Tue Mar 14, 2017 11:58 am

Quick question.. Will there be support for UDIM in WrapR ??
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Re: Wrap-R for SketchUp

Postby Gábor » Tue Mar 14, 2017 4:11 pm

jonorman wrote:Quick question.. Will there be support for UDIM in WrapR ??

It is a good idea. Thank you. It will not be in the first release but in future releases we might implement it.
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Re: Wrap-R for SketchUp

Postby Gábor » Tue Mar 14, 2017 4:57 pm

rv1974 wrote:Rich, I'm trying to understand.. Do you confirm there's a bug with Wrap-R not obeying 'switch primary and secondary buttons' mouse mode? If yes, is it fixable?

Thank you for spotting this glitch. Beta 1.0.5 has a fix for it. Please download and try it and let us know about the result.

Download

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Re: Wrap-R for SketchUp

Postby applemango85 » Thu Mar 23, 2017 7:26 pm

This really looks like a game changer for many

I'm probably going to try and get the substance indie pack when it's next on sale so this would be a huge help.

Only problem is I'm very much a mac user - hopefully once the pc version has been released work can start on the mac version?
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Re: Wrap-R for SketchUp

Postby Synchronicity » Tue Mar 28, 2017 3:22 am

Great plugin... I am just wondering if you could possibly give me some advice as to a couple of things...

What is the best workflow for using Photoshop for texturing

(Convert .SVG to to .PNG, then export model as .obj and texture from there?)

And also, after "triangulating" my mesh I assume this is what I should be doing, since the standard Sketchup models give the error of containing ngons if I try to send straight to wrap-r), my models get sort of distorted looking, and so do the UV's. Here is an image showing my problem.







Many thanks if you can point me in the right directional at all.
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Re: Wrap-R for SketchUp

Postby Rich O Brien » Tue Mar 28, 2017 1:14 pm

Synchronicity wrote:What is the best workflow for using Photoshop for texturing


If you use the latest PS then make a new document 1:1 ratio, say 2048 x 2048 px, and then save the UVs to SCG in WrapR.

In PS use File > Place Embedded... to place the SVG into the document. Scale it to fit the boundaries. We export the SVG at 1024px x 1024px so you need to scale x2.

Now you can paint however you wish.

Synchronicity wrote:And also, after "triangulating" my mesh I assume this is what I should be doing, since the standard Sketchup models give the error of containing ngons if I try to send straight to wrap-r), my models get sort of distorted looking, and so do the UV's.


Try changing the mapping method in WrapR from the Mapping menu. If that still produces irregular results make more cuts to better resolve the UVs.

Long triangles are hard to unwrap. Sometimes manual triangulation is needed in areas to control the mesh distribution.

That help?
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Re: Wrap-R for SketchUp

Postby Synchronicity » Tue Mar 28, 2017 3:31 pm

Thanks very much for your tips Rich! I'll give them a shot later.

Would there be any advantage (for more complex models) to putting the model through a program that can decimate/reduce polycount (and at the same time making it quad based) before running through Wrap-R, or would that sort of thing be best done after using Wrap-R while the sketchup model is close to it's native format?

Thanks again for your help! Definitely a game changing plugin. I've been using Sketchup intemittently/not as much as I'd like since 2011 and this is the first time I've ever made a UV for a sketchup model haha.
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Re: Wrap-R for SketchUp

Postby Rich O Brien » Tue Mar 28, 2017 3:55 pm

Synchronicity wrote:Would there be any advantage (for more complex models) to putting the model through a program that can decimate/reduce polycount (and at the same time making it quad based) before running through Wrap-R, or would that sort of thing be best done after using Wrap-R while the sketchup model is close to it's native format?


If you change the mesh you lose the UV information. So it is best to UV map the final mesh.

Synchronicity wrote:I've been using Sketchup intermittently/not as much as I'd like since 2011 and this is the first time I've ever made a UV for a sketchup model haha.


You're not alone. This is relatively new to SketchUp so I imagine the concept of UV mapping is new to a large portion of users.
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Re: Wrap-R for SketchUp

Postby Synchronicity » Tue Mar 28, 2017 4:19 pm

Definitely an improvement after segmenting more "cut" areas, and checking both options under the mapping menu, but still some slanted UV maps, would these cause issues when texture painting images with text/logos and the like (cause them to appear wonky.distorted)? Haven't tried manually triangulating further as of yet.

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Re: Wrap-R for SketchUp

Postby Rich O Brien » Tue Mar 28, 2017 4:41 pm

Use the arrow keys to align edges.

We have a new build coming that allows you to turn off live unwrapping. That means aligning edges is much easier.

An email will be sent tomorrow with new download links and license keys to extend the beta for another 30 days,
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Re: Wrap-R for SketchUp

Postby Synchronicity » Tue Mar 28, 2017 4:55 pm

Rich O Brien wrote:Use the arrow keys to align edges.

We have a new build coming that allows you to turn off live unwrapping. That means aligning edges is much easier.

An email will be sent tomorrow with new download links and license keys to extend the beta for another 30 days,


Ah I see! Sorry for being such a noob haha... new build sounds brilliant though, the more noob friendly the more sucesfull the plugin will be in the long run for sure, many Sketchup users are the sorts of peoples whos brains are good at intuitive creativity but not so engineeringly minded (of course there are equally as many of the opposite, but I'd say not compared to conventional 3D modelling software).

Have you thought of a price point for the main release yet? Thanks again for your time and help!
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Re: Wrap-R for SketchUp

Postby derei » Fri Mar 31, 2017 2:45 pm

I got my email for beta license extension and I would like to ask what are the changes on this new version? I would like to focus on exploring what was fixed/added/changed, so I can give a solid feedback.
Thank you very much.
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Re: Wrap-R for SketchUp

Postby Gábor » Fri Mar 31, 2017 4:17 pm

derei wrote:I would like to focus on exploring what was fixed/added/changed, so I can give a solid feedback.

Thank you very much for beta testing Wrap-R. The following major changes and fixes are in this new version:
  • The main new functionality is the ability of switching off/on live unwrapping. It makes manual UV editing easier in many cases (e.g. straightening seams, etc.).
  • Now we have informative new cursors for some UV editing functions (moving, rotating, scaling, selecting).
  • Some SketchUp texture images were displayed skewed in previous versions, it is fixed now.
  • Some problems with license activation were fixed both on client side and server-side.
  • Some cases of crashing were also fixed (E.g. Wrap-R sometimes crashed after opening a new .skp immediately after opening an other one, etc.).
  • Problem with changed mouse primary button was fixed.
  • Fixed installation problems with missing .dll files.
  • Improved version of Ruby plugin installer.
  • Added some new error and warning messages (e.g. for incompatible texture images)
  • And many small fixes as reaction to individual cases of errors what were effecting only 1-2 users.
These are the main changes/fixes what came to my mind. Maybe Rich will have some additions to this list later...
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Re: Wrap-R for SketchUp

Postby Synchronicity » Mon Apr 10, 2017 9:48 am

Gábor wrote:
derei wrote:I would like to focus on exploring what was fixed/added/changed, so I can give a solid feedback.

Thank you very much for beta testing Wrap-R. The following major changes and fixes are in this new version:
  • The main new functionality is the ability of switching off/on live unwrapping. It makes manual UV editing easier in many cases (e.g. straightening seams, etc.).
  • Now we have informative new cursors for some UV editing functions (moving, rotating, scaling, selecting).
  • Some SketchUp texture images were displayed skewed in previous versions, it is fixed now.
  • Some problems with license activation were fixed both on client side and server-side.
  • Some cases of crashing were also fixed (E.g. Wrap-R sometimes crashed after opening a new .skp immediately after opening an other one, etc.).
  • Problem with changed mouse primary button was fixed.
  • Fixed installation problems with missing .dll files.
  • Improved version of Ruby plugin installer.
  • Added some new error and warning messages (e.g. for incompatible texture images)
  • And many small fixes as reaction to individual cases of errors what were effecting only 1-2 users.
These are the main changes/fixes what came to my mind. Maybe Rich will have some additions to this list later...



Hi there

Great work by you and Rich on this plugin, just wondering if it's possible to get a license extension? As I didn't receive another by email. My email address is gnralex@hotmail.com

Many thanks
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Re: Wrap-R for SketchUp

Postby Synchronicity » Mon Apr 10, 2017 9:51 am

Synchronicity wrote:
Gábor wrote:
derei wrote:I would like to focus on exploring what was fixed/added/changed, so I can give a solid feedback.

Thank you very much for beta testing Wrap-R. The following major changes and fixes are in this new version:
  • The main new functionality is the ability of switching off/on live unwrapping. It makes manual UV editing easier in many cases (e.g. straightening seams, etc.).
  • Now we have informative new cursors for some UV editing functions (moving, rotating, scaling, selecting).
  • Some SketchUp texture images were displayed skewed in previous versions, it is fixed now.
  • Some problems with license activation were fixed both on client side and server-side.
  • Some cases of crashing were also fixed (E.g. Wrap-R sometimes crashed after opening a new .skp immediately after opening an other one, etc.).
  • Problem with changed mouse primary button was fixed.
  • Fixed installation problems with missing .dll files.
  • Improved version of Ruby plugin installer.
  • Added some new error and warning messages (e.g. for incompatible texture images)
  • And many small fixes as reaction to individual cases of errors what were effecting only 1-2 users.
These are the main changes/fixes what came to my mind. Maybe Rich will have some additions to this list later...



Hi there

Great work by you and Rich on this plugin, just... *EDIT; no worries I just managed to get a new license extension by signing up through the site again, cheers!

Many thanks
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Re: Wrap-R for SketchUp

Postby SourceSkyBoxer » Thu Apr 13, 2017 2:39 am

Hello I always have problem with WrapR - I don't understand - If I mark green lines as Wrap Seam maker
than I save skp file:


Than I open WrapR and shows error message?

I already marked green lines if I want. Why does it always not work for me? Any have lucky? Stop and don't miss understand me!

I'm really frustrated. I really want create whole uv mapping with SketchUp because I am Unity developer. I really want know how do I understand with WrapR. PS: I know since Substance Painter 2.5. It looks like paint face of clown in real.

That is why I really love to get explanation like key shortcuts or How do I understand that?

// FIXED PictureUrls
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Re: Wrap-R for SketchUp

Postby Gábor » Thu Apr 13, 2017 9:19 am

SourceSkyBoxer wrote:Hello I always have problem with WrapR - I don't understand - If I mark green lines as Wrap Seam makerthan I save skp file:

I can not see the attached images so I don't know what kind of error messages you get. Could you please upload the images as attachments to the forum? These linked images are not opening for me.
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Re: Wrap-R for SketchUp

Postby Gábor » Thu Apr 13, 2017 1:29 pm

@SourceSkyBoxer: Thank you for fixing the images, now I can see them.

As the warning message says the current version of Wrap-R is not supporting groups or components. It unwraps the not grouped geometry only. So if you want to use Wrap-R as a standalone application make sure that the .skp file contains only the part of the model what you want to unwrap. Make sure that it is exploded and not grouped.

In your example you probably get the warning because "Chris" (the men in the scene) is a component and you saved him with the model. So either erase him and try to save without him or select in SU only the box, right click on it and from the context menu select: "WrapR / Send to WrapR"

About the shortcuts: If you select the file menu's shortcuts option you get a dialog box where you can see and even redefine the shortcuts.

I hope the above helps.
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Re: Wrap-R for SketchUp

Postby SourceSkyBoxer » Thu Apr 13, 2017 3:16 pm

I am broken on floor because I don't know if I try first mark all 4 lines like I use default edges than I mark as Wrap Seam mark than I export skp and I try wrapr edges should be "weld selected" and end of edge will be "cut selected"

And I try select from uv mapping and rotate and scale now.. Yay.
Because It is hard to select if I open skp into wrapr and it is not selectable. That is why I need select from menu or toolbar "UV Tools -> "Select" than "move", "rotate" and "scale" wow. I wish you have to fix if wrapr will enable after openning model and need be selectable if I don't know. UV editor should show "selectable" or "not selectable" I will know better...

And I export uv texture to Gimp and I try simple like emoticon and 4 different painting if I am initial using uv-mapping with SketchUp and into Unity / Unreal Engine WOW IT WORKS FINE!
THAT IS WHY I LOVE IT. I need congratulate you.





I wish for next release "show label 'UV is selectable / UV is not selectable" If I don't know If I see if uv is not selectable than I need to mark "select" from UV Tools.
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Re: Wrap-R for SketchUp

Postby Rich O Brien » Thu Apr 13, 2017 3:32 pm

In WrapR you either Select Edge to mark or weld cuts. Or you select UV points to move, scale rotate UVs.

You cannot scale if you are in Edge mode and you cannot cut if you are in UV mode.

If you select edges in Edge Mode and switch to UV Select mode the selected edges will become selected UV points.

http://wrap-r.com/docs-wrapr-seams.html

Here's is some unfinished documentation on using Wrapr to mark Seams
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