Free Trial period (full features): 30 days from first usage
Perpetual license (3 seats): $12
Part of Fredo6Bundle2022 license (8 plugins): $40
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Curviloft is a script dedicated to Loft and Skinning, that is, generation of surfaces from contours.
Loft by Spline joins separate contours, open or closed, by smooth splines
Loft along Path joins contours, along a given rail curve.
Skinning create surfaces bounded by 4 or 3 contiguous contours
Curviloft examples.png
Because there are many solutions to calculate Loft and Skinning geometries, the script offers various options to adjust parameters depending on the configuration of contours.
Any chance, once a skin is made, that could be some axial controls that could be dragged to do stretching such that the skin would react like what is done in Soapskin and Bubbles where the forming edges are anchored and the skin stretches relative to the forming edges? Perhaps have a tightness parameter to control how close the skin conforms to a path or to the defining edges? Could the path be altered interactively to reshape the skin?
Tapering. Really would like to create Reduced Elbows for Piping or Ducting systems. Draw a "welded" curve for a path, place circle or "donut" tangential at each end of the path with specific radii/diameter and then form the skin of pipe (inner diameter as well as outer diameter too?). Have a means to minimize the amount a faces formed. Transitions of the ribbing of pipe would be linear versus what looks like an averaging method used in your video for "freeform" skins. It would be fantastic if the end diameters were parametric so user could change their values.
John
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Last edited by JClements on Thu May 27, 2010 3:47 am, edited 1 time in total.
Holy crap!!! Is that speed realtime? Looks amazing! Do the number of segments in the rails matter? Could this possibly be used to replace the standard from contours in the sandbox tools to create graded terrains?
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3D Artist at Clearstory 3D Imaging Guide Tool at Winning With Sketchup Content Creator at Skapeup
WOW! i love how you ruby greats are dragging SU kicking and screaming into the realm of a "real" 3d modeling program! screw you google. if you won't give us proper tools someone will. thanks Fredo, and everyone; TIG, ThomThom, Chris, Jim, Dedier, Whaat... just to name a few. you guys ARE the real SU team. all we really need from google is poly support. you guys cover the rest.
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“There are three classes of people: those who see. Those who see when they are shown. Those who do not see.”
Really big thanks for investing so much time to give us so niceeeee plugins !! I'll try to post a file to test it on terrain modelling, which is my main occupation in SU.
thomthom wrote:Looking very nice. Can one edit the control splines afterwards?
1:24 - Float Pal window: is that done using view.draw* method?
Tom,
Yes the button palettes are all based on view.draw methods. And for Curviloft, I had to introduce the concept of a floating palette to allow edition of each of the individual sections, as shown on this small video:
Fredo6 wrote:And for Curviloft, I had to introduce the concept of a floating palette to allow edition of each of the individual sections, as shown on this small video:
Float palette.gif
Is that adjustments one makes before you end the tool? Or can you take a shape you created earlier and readjust it? On other words, is it parametric?
Fredo6 wrote:And for Curviloft, I had to introduce the concept of a floating palette to allow edition of each of the individual sections, as shown on this small video:
Float palette.gif
Is that adjustments one makes before you end the tool? Or can you take a shape you created earlier and readjust it? On other words, is it parametric?
It's difficult to make things parametric in Sketchup, because all you have at the end is faces and edges. My plan to help a little bit would be to attach some information to the Component created so that you can reedit later on. also, and already working is the possibility to generate the juctions as curves so that when you move the profiles, then the shape deforms accordingly (something that is shown in Kirill's scripts).
Yea - it was something like that I was wondering if it would do. Very promising!
Once I get Vertex Edit out of the way I want to make Bezier Path modelling tools. The control points stored as attributes for later edit-ability. Of course, if the user was to edit the geometry with other tools that would be ignored. If the observers behave better in the next SU I want to make modifiers that one can apply to groups/components. Stack them up and apply the modifications after the user edit the base shape.
I think I've figured out how Fredo is doing all this fantastic work ...... if you listen carefully to the video you will hear a lot of squeeking going on in the background ....... well these can only be Creative Gremlins!