Sketchup Blog - News and Notes from the Sketchup folks
Showing posts with label Add-ons. Show all posts
Showing posts with label Add-ons. Show all posts

Introducing Paid Extensions in Extension Warehouse

Today, we're pleased to announce that Extension Warehouse has just crossed into the realm of fully functional app store. This means that in addition to the hundreds of fantastic SketchUp extensions that are freely available, you can now purchase and install paid extensions directly through Extension Warehouse, in just a few clicks.

EW_Oob.png
Now, Extension Warehouse lets you purchase and install paid extensions from SketchUp developers.

We hope that enabling the sale of paid extensions will be a game changer for SketchUp users and developers alike. Users get direct access to awesome paid extensions that streamline modeling workflows. Developers get an awesome E-commerce platform with access to millions of customers who are looking for great modeling utilities and add-on tools. Win-win? We think so.

It’s worth noting that credit card transactions are processed securely by the same store platform we use to sell SketchUp licenses. And we’re using the same licensing platform that SketchUp uses. Each extension is still carefully moderated by the SketchUp Extensibility team to ensure quality and security. So, the purchase process for extensions is as smooth and safe as buying SketchUp Pro.

Initially, you’ll find the following paid extensions now available through Extension Warehouse:

We're adding new free and paid extensions every week; keep tabs on the newest extensions by following SketchUp on Twitter, Facebook, or Google+, or by browsing Extension Warehouse for new products from your favorite developers.

If you are a developer, our new E-commerce platform means that instead of spending a major portion of your time implementing your own licensing system, maintaining your own store front or worrying about how you’ll process your transactions, you can focus on developing great tools for SketchUp. For more information on distributing extensions check out our developer center.


Posted by Bryce Stout, Product Manager

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SketchUp Mobile Viewer: now available for Android tablets

Remember a few months back when we launched the SketchUp Mobile Viewer app for iOS? Well, today, we're happy to tell you that an Android version of the SketchUp Mobile Viewer is now available on the Google Play Store.

Say hello to the new SketchUp Mobile Viewer for Android

Version 1.0 of the Android viewer is officially available for devices with a 7-inch or larger screen size, running Android 4.0 (Ice Cream Sandwich) or above. It is highly recommended that your device have at least 1024Mb of RAM.

So, Androiders (that's a thing, right?): the entire 3D Warehouse—artisan armchairs, double-hung windows, Hello Kitty 777’s and anything else you can imagine—is waiting for you to mutli-touch it on the SketchUp Mobile Viewer. Go ahead: orbit to your heart’s content!

Posted by the SketchUp Team

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A Ruby Debugger for SketchUp 2014

As most SketchUp Ruby extension developers would agree, debugging has always been a bit of a pain. In the past, there have been a few community projects that added debuggers to SketchUp, but these were often difficult to set up and some were abandoned over time. The rest of the Ruby community enjoys debugging with Integrated Development Environments (IDE) such as RubyMine, NetBeans and Aptana RadRails. All of these generally rely on various gems to be installed for remote debugging. Getting these gems to work within SketchUp’s embedded Ruby is usually non-trivial.

This week, we’re taking a small step towards making debugging for SketchUp extensions a bit easier. At 3D Basecamp 2014, we’ve announced an open source Ruby debugger framework. You’ll find the source code for this project hosted under our GitHub account:

https://github.com/SketchUp/sketchup-ruby-debugger

We currently support Windows only but you can expect Mac support soon. Setting it up is easy:
Simply grab SURubyDebugger.dll from GitHub and copy it into your SketchUp installation directory: C:\Program Files (x86)\SketchUp\SketchUp 2014
Launch SketchUp with the following command line arguments:
SketchUp.exe -rdebug "ide port=1234"
The port should match the remote debugger port setting configured in the IDE.
SketchUp will start up and appear to be frozen. It is waiting for the debugger to show up.
Launch remote debugging in the IDE, SketchUp should continue running. You should see breakpoints hit when Ruby code execution reaches the specified lines.

If you are unfamiliar with installing and configuring the IDEs, we’ve posted some step-by-step instructions in the GitHub repository wiki.

We still have a few TODOs (such as multi-thread debugging, breakpoint conditions and exception breakpoints), so if you are versed in Ruby’s C API, please contribute to the project.

Happy debugging!


Posted by Bugra Barin, Software Engineer

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Fabbing with friends: a WikiHouse for World Maker Faire

When we first heard about WikiHouse, we knew we wanted to build one. When WikiHouse’s co-founder gave an inspiring Ted talk this past May, we were inspired to build one. And when we read the WikiHouse modeling standards (make groups, use layers!), we knew that we just had to build one.

So as we sat down with the WikiHouse team this summer and talked about how we could collaborate for World Maker Faire, our goal was a no-brainer: design and build our own WikiHouse in just over a month.

The SketchUp WikiHouse for World Maker Faire. View more photos of this project here.

Kicking off the project, it was quickly evident that between the SketchUppers and the WikiHouse’rs, there were more than enough architects to go around. Aside from the reality that no one on the team had a CNC router in his garage, we knew we’d need a project partner with tons of CNC experience -- and one who wouldn’t laugh off the idea of hammering together a thousand cut pieces in the middle of Maker Faire.

Enter our friend Bill Young over at ShopBot Tools. We’d been itching to do a project with Bill since he caught us spreading saw dust all over Maker Faire Bay Area earlier this year. Bill’s practical experience with wood selection, tolerances, and project planning are nicely measured by his ability to engrave anything (onto anything) while generally believing that most things are possible. With the right mix of optimism and practicality, we started trading SKP’s back and forth, hashing out the trade-offs in various design concepts.

Concept 1: A custom tarp could be tricky, and would we even hear ourselves over a CNC in one bay?
Concept 2: Using 'Add location,' we noticed the lookout would showcase a cozy stretch city highway.
Concept 3: We were charmed by an iconic design with exposed sections, but this required too much wood and time.
The Constructible Model: Just right with all the right hooks, tabs, and S-joints.

With an ‘as-built’ SketchUp model set and 160 sheets of plywood sitting in Bill’s shop, it was time to derive cutting sheets and turn up the ShopBots. (Note: if you’re looking to prep your own model for CNC, the free WikiHouse plugin for SketchUp turns grouped geometry into neatly laid out cutting sheets).

Soon after we began cutting, it became clear that our two central constraints were time and lumber. Thankfully, our design and tools were well-suited to these pressures. The WikiHouse design standards call for modular elements that could easily be added, subtracted or adapted -- and because WikiHouse uses SketchUp as a platform, making in-progress changes was painless and quick. With a quick pivot for build phasing (agreeing what to cut next based on how much wood and time remained), the sawdust started blowing and the sheets started piling.

Ply piles in progress: only a small accumulation of the full project. See more photos from our cutting phase.

Some 1,150 cut pieces later, we are on our way to New York City after a fantastic month of collaboration between architects in the U.K., software engineers in Colorado, and woodworkers in Virginia. When we reach World Maker Faire, we’ll be joining forces with friends from the SketchUp community to show what open design tools, open design platforms, and a bit of courage can accomplish in just two days.

The right tools for the job: custom cut and engraved wiki-mallets for World Maker Faire.

Didn't make it to World Maker Faire? Follow the build progress.
Want to see more photos of our project to date?
Watch a timelapse of the SketchUp WikiHouse build.

Posted by Mark Harrison on behalf of the SketchUp Team

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STL's for 3D printing: in-and-out of SketchUp in two clicks

MakerBot CEO Bre Prettis is a pretty cool customer, so I took it as a good sign when he yelped with excitement at SketchUp's 3D Basecamp 2012 after the announcement of SketchUp’s STL plugin.

Reading and writing STL files from SketchUp is something that users have been able to do for a while with the help of two separate ruby plugins. But as 3D printing has continued to boom, we’ve been thinking of ways to make this file exchange easier. So we emailed the original plugin developers, Jim Foltz, Nathan Bromham, and Konrad Shroeder, and asked if they would be interested in letting us combine their tools into a single open source plugin. All three responded with a resounding “yes!”

But, what’s the big deal with STL, anyway? There are many who believe, and so do I, that we're on the verge of a new age in fabrication and prototyping. You can now take designs and make them a reality in the comfort of your own creative space. We're just scratching the surface with this technology that brings digital back to analog, and for the moment, the STL file format is a lynchpin between 3D models and print-ready objects.

Our very own do-nothing machine; you'd be surprised how addictive this is

At the SketchUp office, we’ve been experimenting with MakerBot Replicators for a while now. Our experiences range from high-five successes to epic failures. One tale that sticks out in my mind, however, is when we helped our friend Omar save $120. Omar owns a vacuum cleaner that had a small, uniquely shaped plastic piece that broke. To repair the piece, he had to replace a whole section of the vacuum (hence, the $120 price tag). He sent me an email and asked if we could try replacing the piece with our 3d printer. I told him to stop by my desk with the broken piece and pair of digital calipers. After about an hour of SketchUp modeling, we had what looked like a perfect replacement. I exported the model to STL, opened the file with Replicator G, exported the file to Alpha (we’ve named our three Replicators Alpha, Bravo, and Charlie) and let the MakerBot do the rest. To my pleasant surprise, the piece worked perfectly.

When it comes to vacuum cleaner maintenance, it turns out that cheap plastic is great for replacing cheap plastic.

While you can bring your custom SketchUp designs to life with the STL plugin and a 3D printer, you can also import pre-made content to modify prior to print. For example, my oldest son wanted to play with an R2D2 last weekend. I found one on MakerBot's Thingiverse database and imported all of the STL files into SketchUp to rearrange the pieces to fit on a single build platform (you can download the model here). I exported to STL and about 7 hours later, I had a complete R2D2. Pro Tip: Run ThomThom’s Cleanup script to reduce triangulated geometry into single coplanar faces.

So how does the plugin work?

With the latest version of SketchUp 8, it's easier than ever to install plugins:

1. Visit STL the project page at https://github.com/SketchUp/sketchup-stl.
2. Click on the link at the top of the page and download the RBZ file to your computer.

3. Open SketchUp. Click Window (Windows) or SketchUp (Mac) > Preferences > Extensions > Install Extension…
4. Browse to the folder that has the RBZ file, select it and click "Open." You will see a warning message that asks if you're *sure* you want to install the plugin. Click "Yes."

So now you’re all set with the STL plugin: you can now export entire SKP files to STL or just specified groups. What about the 3D printer? It turns out that Make magazine released a great issue comparing a broad range of 3D printers so you can find the right one that fits your needs and your budget.

Last but not least, if you're a developer and interested in contributing the SketchUp STL plugin project, feel free to visit the project page to get started. Happy designing and printing!


Posted by Tommy Acierno, SketchUp Team

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New Book: Architectural Design with SketchUp

Back in March of 2011, when Wiley (a publisher of many books about SketchUp, including my own) asked me to review Alex Schreyer's proposal for a new title, I jumped at the chance. Alex's outline was mouth-wateringly full of promise; aimed squarely at architects and other designers, he promised not to spend hundreds of pages teaching the basics. Instead, he focused on aspects of SketchUp that were a) not well covered by existing books and b) very, very interesting to millions of experienced SketchUp modelers everywhere.


The completed volume does a beautiful job of presenting material that devoted SketchUppers badly want to learn, but which isn't very easy to explain. Put it this way: I'm pretty good at SketchUp, and in the hour or so I've been thumbing through Alex's book, I've learned about 50 things. I can't wait to read the thing from cover to cover.

Architectural Design with Sketchup is organized into four main sections—these are actually listed in the book's subtitle: component-based modeling, plugins, rendering and Ruby scripting. I'll talk about each in turn.

Component-based modeling

This section of Alex's book is a great primer for using groups and components to build assemblies of objects. The thinking here is that by modeling every element of a complex construction—the example he uses is a foundation/floor detail—you're effectively "building" your design before you actually build it. You save time and money and therapy sessions by making your mistakes digitally, and you end up with a better design. This isn't exactly a new concept, but Alex does a terrific job of providing concrete guidance for how to do this kind of modeling; it's the detailed how that's missing from most other resources. Other aspects of component-based modeling that Alex fails to shy away from: building dynamic components, applying materials and generating reports that list every part in your design with SketchUp Pro.

Using plugins effectively

One place where even accomplished SketchUp modelers stumble is in identifying the plugins that might help them do their work. There are zillions of plugins out there, but before this book, no one had assembled a comprehensive, alphabetical listing of dozens of the most popular, most useful extensions. Not only does Alex list them; he also provides a good, brief description of what each is for. This is the section of Alex's book that I'll study most carefully—it might even be the source of inspiration for a few posts on this blog.

Photo-realistic rendering

Admit it: If you're not already an avid renderer, you've at least thought about how nice it would be to master that particular skill. But where to start? There's never been more choice in renderers, and everyone knows that rendering is a lot more complicated than just clicking a button and waiting a few hours. The settings, presets, lighting environments and other widgets that go along with making a halfway decent rendering require an indecent amount of background knowledge. It's half science and half craft. With Alex's book in hand, I think we all might finally have a shot at learning this stuff.

Another thing I should mention: This book is 100% in color. If you think that makes a big difference when you're trying to learn about rendering, you'd be 100% correct. I wish my book was in color...

Scripting

Here's where things get a little wacky. When I saw in Alex's proposal that he intended to include an entire section on scripting, I thought, "Ruby for designers? Did Alex mix up his medications?" I was pretty dismissive about the whole idea in my feedback to Wiley.

Well, it's a good thing I was wrong. Twenty months later, it's a different world, and being able to read and write simple code has never been more important. In teaching the fundamentals of Ruby scripting, Alex intelligently focuses on using scripts to generate forms that are otherwise arduous or impossible to model in SketchUp. He doesn't assume you want to create entire standalone plugins; this is really just about using the power of algorithms to make stuff when you can't think of any other way to do it. The material is by no means easy, but Alex deserves a world of credit for making it as easy as possible.

I recommend this book without hesitation to anyone who really wants to be able to make SketchUp do everything it's capable of doing. It's clearly written, well-illustrated and comprehensive. And the icing on the cake: There's a companion website where you'll find sample files and a direct line of communication with the author. Buy this book and take the first step toward becoming a more useful person.

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A recap of SketchUp 3D Basecamp 2012

Almost two months ago, hundreds of the world's most dedicated SketchUp aficionados descended upon our hometown for 3D Basecamp 2012. On the first day, we packed into the Boulder Theater for presentations from the SketchUp management team, several plugin developers and a keynote by Bre Pettis of MakerBot.

The first day of Basecamp took place at the historic Boulder Theater.

 
Leaders from SketchUp and Trimble talk about what's in store for our product. They address such questions as "What's next for SketchUp?" and "Why did Trimble buy SketchUp?". (46:14)

 
The SketchUp leadership team takes questions from the 3D Basecamp audience. (17:06)

 
Representatives from seven SketchUp photo-realistic rendering plugins outline their product offerings in rapid succession. (17:07)

 
Four very different companies present their SketchUp-related technologies: BuildEdge, Sunglass, Product Connect and 4D Virtual Builder. (56:57)

 
 MakerBot Industries co-founder Bre Pettis delivers a terrific keynote presentation about 3D printing. (31:35)

That night, we gathered at a local spot for a party, where the highlight was undoubtedly the SketchUp ShootOut: two heroes competing to make the audience guess a mystery word by modeling on side-side computers. Bulldozer! Cabin! Bubble tea! Melancholy! The winning guesser and the winning modeler both won free drinks, but everyone seemed to be having a blast. Note: I beat John in a best-of-five match with "glove", "foyer" and "cook". It may be the proudest I've been all year.

Hotshot modelers squared off against each other in the first-ever SketchUp ShootOut.

Tuesday's proceedings moved to yet another venue for a full day of barely-contained mayhem. The morning's three blocks of unconference sessions coincided with three hours of beginner Ruby training. After lunch, we squeezed together to watch scheduled presentations by the likes of Daniel Tal, Nick Sonder, Mark Carvalho, and teams from 3skeng, ARmedia and SightSpace 3D. Three more hours of unconference sessions and a repeat of the morning's Ruby 101 class followed, then everyone went straight to bed. I assume.

 
Landscape architect and author Daniel Tal presents a wide-ranging set of tips, tricks and best practices for modeling everything from terrain to site design. (40:31)

 
Architect and video tutorial star Nick Sonder outlines his process for using SketchUp Pro and LayOut to create complete sets of construction documents for his projects. Note: We subsequently made a set of six videos with Nick that describe his process in detail. They're easier to watch and understand than this recording—just an FYI. (52:06)

We planned a Design Charrette for Day 3; participants split up into teams to tackle a challenge that we created in collaboration with Impact on Education, a local non-profit that acts as a kind of R&D department for the Boulder Valley School District. The design brief involved re-imagining a classroom to take into account the way teaching and learning have evolved with the introduction of mobile technology. At the end of the two-and-a-half hour charrette, a dozen teams presented their designs (in SketchUp and LayOut, of course), after which an illustrious panel of judges from IoE picked their favorite projects. The winning team members then squared off against each other for several rounds of SketchUp trivia. The victorious Michaels (Tadros and Brightman) each won a Replicator 3D printer, generously donated by our friends at MakerBot Industries.

While the designer-types did their thing, about twenty plugin authors spent Day 3 across the street at our first-ever Ruby Developers' Conference. They huddled and schemed and plotted the future of our API (application programming interface). They even held a competition of their own: Dale Martens, a.k.a. "Whaat" and the creator of the Artisan organic modeling tool set, won the hackathon by coding a working first-person shooter game that runs inside SketchUp—in a couple of hours. Needless to say, Dale got a MakerBot, too.

Participants in Wednesday's Ruby Developer Conference posing as if they're a sports team.

All in all, we're pretty proud of how well our first Basecamp at Trimble went, considering how quickly we planned it and that Dusty (our Event Manager extraordinaire) isn't on the SketchUp team anymore. The space was at times tight and A/V and internet access are forever thorns in my side, but the vast majority of attendees we surveyed said they enjoyed themselves, learned some things, met cool people and (most tellingly) would happily join us at another 3D Basecamp.

Which brings me to my last point: When's the next Basecamp? Good question. We don't know right now, but given that our plan is to move to an annual release cycle starting next year, and that conferences are a great way to celebrate product launches, we'll do our best to make sure there's a 3D Basecamp in 2013. If you'd like to be one of the first to know when we announce it, you can add your name to our Next Basecamp Notification List.

Feel like looking at lots of pictures from the event? This album should do the trick.


Posted by Aidan Chopra, SketchUp Evangelist

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SketchUp Pro Case Study: Green building design with Sefaira and SketchUp Pro

This post comes to us from our friends at Sefaira. In this blog, we’ll see how Booth Hansen, a nationally recognized Architecture, Planning, and Interior Design firm, uses Sefaira Concept and the Concept plugin for SketchUp Pro to incorporate green building analyses into the earliest stages of design.

Sefaira Concept + SketchUp Pro for Green Building Design
Traditionally, thermal simulation packages or energy models assess compliance at the end of the design process. Using Sefaira Concept, Booth Hansen can rapidly analyze and evaluate “what-if” scenarios at the earliest stages of design. These scenarios provide clients with the relative energy savings of various design strategies. Using the Concept plugin for SketchUp Pro, Booth Hansen ensures the accurate representation of their models during these early stage sustainability analyses. Simply, it's important that Sefaira Concept knows that a door is a door, and a window is a window; it turns out that SketchUp Pro's dynamic components are pretty good at this. Let’s look at two project examples.

Deming Place
The first step in performing early stage sustainability analysis with Sefaira Concept is to import building geometry from a SketchUp file. Sefaira Concept automatically identifies the physical elements of a model – including floors, walls, glazing, and roofs – so that the software can deliver real-time, iterative analyses that may inform design choices.

Deming Place is located mid-block in an urban context and shares party walls with neighbors on either side. Sefaira Concept initially identified the party walls as standard walls. However, modeling these as standard walls would incorrectly simulate thermal transfer to outside air.

Sefaira Concept classifies the geometry within a SketchUp model for energy analysis:  here, the distinction is only made between walls and glazings.

The Concept plugin for SketchUp allows designers to visualize Sefaira Concept’s interpretation of the model within SketchUp, make adjustments to this interpretation, or provide additional information as necessary. In this case, Booth Hansen designers chose to override the initial designations: the side walls of Deming Place were selected and changed to party walls, which more closely represented the actual building conditions.

Here, the Concept Plugin for SketchUp is used to reclassify walls that are shared with neighboring structures; now Sefaira Concept knows to treat these differently in scenario forecasting

Sefaira Concept then used the party walls to define the enclosed space earmarked for analysis. Ultimately, Booth Hansen determined there was no significant thermal transfer through these walls, under the assumption that the interior of buildings on either side are kept at roughly the same internal temperature as Deming Place.

Children’s Center at the Chicago Botanic Gardens
For the Children’s Center at the Chicago Botanic Gardens, Booth Hansen utilized a series of concentric circles to define the building’s floor plan. This design resulted in a geometrically complex roof structure at the clerestory windows.

The base SketchUp model for the Children's Center at the Chicago Botanic Gardens

To make sure that the energy analysis was accurate, Booth Hansen’s architects needed to know that Sefaira Concept had correctly identified and categorized the building’s different elements.

Sefaira Concept's initial analysis of the model: the clerestory roofs have been classified as a hybrid of wall and roof planes

Using the Concept Plugin, Booth Hansen could see that Sefaira Concept had identified the clerestory roofs as a combination of wall and roof planes. Booth Hansen corrected this initial interpretation using the Concept plugin, so that all clerestory roofs would be correctly analyzed as “roof.”

Using the Concept plugin for SketchUp, the roof geometry is correctly reclassified; the model is now ready for analysis.

Once uploaded into Sefaira Concept for analysis, Booth Hansen was able to parametrically manipulate the properties of the roof surfaces (such as R-value and construction type).

Results
In these projects, Booth Hansen was able to use limited information available in conceptual design (such as basic massings, floor plan layouts, and site location) to measure sustainability impact across their design choices. Particularly with Deming Place, Sefaira Concept and the Concept Plugin for SketchUp helped establish a best practice model for sustainable design of similar buildings.

Posted by Sam Somashekar, Sefaira
Interested to demo Sefaira Concept and the Concept plugin? Check in with Sefaira.

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Modeling SketchUp roofs on a click with Build Edge PLAN

If you’ve ever taught someone to use SketchUp, you’ve probably drawn the basic SketchUp house and then breezed over the details when it comes to detailing the roof. The truth is that designing roofs is not always a straightforward task, even for experienced modelers.

We’ve explored some solutions for boosting roof design productivity on this blog, and today we’re happy to share a new plugin, Build Edge PLAN, that employs a bit of BIM for quickly creating dynamic walls and roofs. Here’s a quick look at how it works, courtesy of Aaron from Build Edge:



If you couldn’t sit still for the video, here’s the skinny: Build Edge PLAN plugin makes it easier to...

Draw Walls: Rather than outlining walls in a 2D view, and using Push/Pull to extrude them to full height, PLAN can draw complete 3D walls based on your desired dimensions. Each wall can be input as quickly as drawing a single line.

Edit Walls: Even if you are precise when it comes to grouping objects and creating components, modifying walls in an existing structure can be a trying process. With walls created by BuildEdge PLAN, you can move one wall, and all of the attached walls (not to mention the roof) will stretch to stay connected.

Model Roofs: Modeling a pitched roof in 3D is not a straightforward task. Properly projecting surfaces so that they intersect each-other to form a proper roof is time consuming, and if you want to model for framing, including proper heel heights and overhang geometry can be a challenge. BuildEdge PLAN simplifies the process by generating roof geometry from a simple roof outline. Just specify the slope and heel geometry of each side of the roof, and the plugin does the heavy lifting. PLAN also lets you set properties of each roof side individually, so there is plenty of wiggle room for customization.

Roof Creation in Build Edge PLAN: Roofs are created by outlining their profile; selecting individual sections allows for customization

Edit Roofs: Since BuildEdge PLAN recognizes walls and roofs as they are input, you can modify the house as a whole, and move walls or change properties of a roof on the fly. This allows you to quickly change the look of the entire house or any individual properties. For instance, switching from a hip to a gable is literally a single click.

Currently, Build Edge PLAN is only available for PC (a Mac version is in the works). The folks at Build Edge have some quick tutorials to get you going and are pretty great about helping modelers to get the most out of their plugin; give it a try, and the next time you teach someone SketchUp, don’t skimp on the roof.


Posted by Mark Harrison, SketchUp Marketing

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Save the date for 3D Basecamp 2012

If you sometimes try to orbit the spreadsheet you're working on, you're one of us. If the phrase "Follow Me that profile along this edge" makes sense to you, you're one of us. If building a model is easily the best part of your workday, you're one of us. We're people who really, really like SketchUp, and every couple of years, we get together to meet, learn and be inspired.

The fourth-ever SketchUp 3D Basecamp is scheduled for October 15, 16 and 17 of this year. It's happening in our hometown of Boulder, Colorado, and everyone's invited. We haven't ironed out all of the details yet, but we thought we'd let you know so you can mark your calendar. It's the most fun you'll have this year.

Want us to let you know when more information is available? Click the red button!

The video below is a recap of the goings-on from our last 3D Basecamp in 2010. As you can see, a great time was had by all:


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Announcing the Madrid SketchUp Plugin Conference

When someone writes a plugin for SketchUp, he or she isn’t just looking to cram a few more icons into your toolbar. Plugins help users solve important design and workflow problems, so plugin developers have to be as keyed into the needs of SketchUp users as we are. Our Ruby API is a canvas, but it is the ingenuity of developers that makes the plugin community truly remarkable.

Today, I’m happy to announce that Íscar, the Spanish SketchUp Pro reseller and Authorized Training Center, is hosting the first-ever SketchUp Plugin Conference this fall.

The details:
Íscar’s conference will take place September 5th - 7th, 2012 in Madrid, Spain. The event is focused on the needs of plugin developers, distributors and resellers, though it’s open to everyone. The conference will be a venue for developers to present their plugins, share tips with other plugin authors, and even find new distribution channels for products. Users will see demos of the latest and greatest plugins, and have a chance to compare notes with people from around Europe and the rest of the world.

This conference is not being organized by the SketchUp team but we are co-sponsoring it, and a few of us will be in attendance. We may even cook up a presentation or two.

Register for the conference here. Questions? Check out this FAQ.

Posted by Chris Cronin, SketchUp Business Development

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Mechanical design for everyone: SpaceClaim 3D Direct Modeling

SpaceClaim is a solid modeling application with a goal similar to SketchUp: make a 3D mechanical design tool so easy that anyone can use it. We helped the SpaceClaim team read and write SKP files years ago, but their latest release is a big step forward for engineers who are looking to use SketchUp in their workflow.

With SpaceClaim, engineers can convert conceptual designs in SketchUp’s native SKP format (which is optimized for fast performance) into precise solid models needed for mechanical design and manufacturing. As an example, SketchUp models usually convert to CAD programs as meshes, so holes end up being made of lots of little faces. SpaceClaim uses its feature recognition technology to convert these features into exact cylindrical surfaces.

Take the model below: SpaceClaim’s SketchUp import tools automatically convert facets to precise geometry when possible. On the left is the original SketchUp geometry. The middle model demonstrates the new import capability, with no manual cleanup. And the model on the right is further improved using SpaceClaim’s manual repair capabilities.

Moving from concept to production model with SpaceClaim for SketchUp

With this functionality, mechanical designers can directly re-use SKP files, rather than remodeling from scratch. This type of precision is important for rapid prototyping, laser cutting, CNC machining, detailed dimensioning, simulation, and photo-realistic rendering. And SpaceClaim’s process produces models that are completely compatible with other mechanical CAD systems. Another bonus: these import tools enable mechanical engineers to use the entire 3D Warehouse as a starting point for their designs.

If you'd like to try SpaceClaim, please visit their website.

Posted by Gopal Shah, SketchUp marketing

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Pro Case Study: Turner Construction and the WTC, Part 2

In the second installment of our three-part series profiling Turner Construction Company, we turn our attention to the plugins Turner is developing to increase efficiencies across the global organization. Jim Barrett, Director of Integrated Building Solutions, explains:

The National Turner Virtual Design and Construction (VDC) team has developed several SketchUp plugins in Ruby to bring existing and evolving VDC processes into the simple, efficient and visual environment of SketchUp Pro.

A proprietary plugin for steel modeling and tracking was created to accelerate the use of Building Information Modeling (BIM) at the World Trade Center Transportation Hub. The tool was written to batch convert single line framing plans into 3D steel sizes, using a standard library of parts. This tool was expanded to report steel takeoffs and is now used throughout Turner to support estimating and pre-construction services.

The Place Steel for Modeling module in Turner's proprietary SketchUp plugin

By developing our own tools on top of the intuitive interface of SketchUp Pro, we continue to increase operational efficiencies. The place steel plugin is a great example of how streamlining the modeling process by reviewing the process of modeling steel, standardizing the modeling of stock pieces, and integrating that database information into SketchUp Pro reduces redundancy as well as dimensional errors in steel sizing.

Working with several Turner offices including, New York City and Seattle, a takeoff plugin was developed to support Turner’s current approach to “Control Quantity Models” and “Gross Square Foot” takeoffs. This tool allows SketchUp models to be built for different purposes. For example, using client or business unit standards, we still achieve consistent and accurate takeoffs of square footage, count, length and volumes (using SketchUp Pro’s Solid Tools).

The Count Steel for Estimating module of the Turner plugin

Design information is still in its infancy and rapidly changing. Supporting Turner’s evolving estimating expertise, a plugin was developed to accelerate the takeoff process for conceptual estimates. This plugin allows for rapid creation of space and room plans, as well as the detailed takeoff information that is required for estimates.

The Mass Generator for Estimating module

These two takeoff plugins work together to seamlessly streamline the quantity takeoff process developed by estimators in SketchUp Pro. At Turner, we look at opportunities to develop existing processes & workflows using new tools.

A detail view of the Mass Generator for Estimating module

In this way, we aren’t teaching new workflows based on new tools as they come along (a very disruptive process for any business). Rather, we’re able to leverage the skill sets and broad knowledge bases of our VDC team to build streamlined versions of existing workflows into new tools.

In the third (and last) installment of the series, we’ll explore how Turner is using SketchUp Pro in a unique and innovative way: for safety training.

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Organic modeling made simple with Curviloft

The process of extruding one 2D profile such that it ends in another, different 2D profile is often called lofting. There’s no easy way to do this in plain ol' SketchUp, but there are plenty of plugins that make it possible. The one I’ve been obsessed with lately is called Curviloft; it's by the venerable Fredo6. If you need to learn about plugins in general, including how to install them, visit the plugins page on our website.

Curviloft lets you do three basic operations; which one you use depends on what you’re trying to accomplish. For the sake of brevity (and simplicity), I’m going to focus on only the first operation in this post: Loft By Spline.

The Basics

Let’s say you have two profiles that you want to connect together. The example below is super-simple: It’s a circle directly above a square. Here, I want to connect the two with a shape that goes directly between them. Curviloft’s Loft By Spline tool was made for just this kind of thing.

I start with two flat profiles (shapes) positioned one above the other.

Fredo6's Curviloft plugin includes three handy tools. This post deals with the first one: Loft by Spline. To use it, you need two or more profiles. These can be closed shapes (as above) or simple, unconnected edges (see the end of this post for an example).

With nothing selected, I activate Loft By Spline and click once on each shape. Because there are only two, it doesn’t matter which shape I click first. If there were more than two, I’d click in the order that I want to connect them, starting at either end. When both profiles are numbered, I click the green checkmark in the Curviloft toolbar (see below). This brings me into Preview mode, where I can see what I’m about to end up with.

Activate the tool, then click on the profiles you'd like to use as the endpoints for the shape you're trying to create. When you're done, click the green checkmark to enter Preview mode.

The Curviloft toolbar is complicated; there’s no getting around it. The good news is that you don’t have to understand what all the controls do in order to use the tool. In Preview mode, you can just click things to see what happens. There's no shame in experimentation.

The Curviloft toolbar is a doozy, but you can (and should) click buttons to see what happens. Every case is different, and some settings look better than others.

When you perform a Loft by Spline operation with Curviloft, the tool is generating two different kinds of geometry which it later combines. Intermediate profiles (left) are "in-between" 2D shapes spaced between the profiles you start out with. Splines (right) are lines that connect adjacent profiles together. They can be straight or curvy, depending on the settings you choose.

I like to fiddle with the Spline Method settings first (see below). This is where you control the shape of the vertical lines (splines) that connect the two profiles—in this case, the circle and the square. The three options that I find give the most interesting results are “Junction by connected lines”, “Bezier curves – Respect tangency (Method 2)” and “Junction by Orthogonal Bezier Curves”. By all means, try the other buttons, too; there’s gold in them thar hills.

Different settings usually produce fairly different results. Click around until you like what you see.

Playing with the Vertex Matching controls also yields some useful options (see below). Here, you’re telling Curviloft how to decide which points on the perimeter of each profile should connect to one another. In this case, the circle has 24 endpoints and the circle only has four. The tool does its best to figure out the intermediate geometry, but the Vertex Matching settings let you provide guidance. For me, the most interesting button is the one on the far right; often, deselecting “Orientate contours to their best-fit box” seems to produce better results. Click it a few times to see what happens.

To be honest, I really don't understand what these buttons do. I have eyes, though, and I can tell what looks good and what doesn't. I bet you can, too.

When you’re satisfied, hit Enter on your keyboard (or click the green checkmark on the toolbar) to finish generating the result.

I'm delighted every time I do one of these operations. Modeling this "by hand" would take so long that I doubt I'd even bother attempting it.

Cool variation #1: Twisting


While you’re still in Preview mode, clicking on black part of your preview object opens yet another set of controls. The Properties of the Edited Junction window shows you more information about the connections in the operation you’re doing. My favorite widgets here have to do with twisting; they let you rotate either of your profiles (in this case, the circle and the square) by 15 or 90 degree increments. The result is an insanely cool twisting effect. Click the little right and left arrows and you’ll see what I mean. Addictive, no?

Twisting 3D forms is one of those things that SketchUp modelers have resigned themselves to never being able to do. When I discovered this functionality in Curviloft, I got up and danced around.

Cool variation #2: Offset profiles

Loft by Spline works great on profiles that aren’t lined up perfectly, too. Below, I’ve moved and rotated the circle.

Your profiles don't have to be directly on top of one another to use Loft by Spline.

Again, trying different Spline Method settings produces pretty wildly different results.

Using straight splines connects the profiles in a very direct manner. Choosing a curvy spline method produces a much jauntier shape.

I dare you not to waste an afternoon playing with Curviloft. The other two tools in the set let you loft along a path and "skin" connected profile edges, but Loft by Spline is pretty powerful on its own. Remember that Curviloft is donationware, meaning that if you like it, you can contribute to its author; you'll find an option to do so in the Curviloft menu after you install it.

Here are some quick examples of shapes I whipped up while I was working on this post:

Both profiles are identical, but I used the twist options to spiff things up a little.

Lofting between a complex profile and a simple one can be tricky, but the smooth transition that ensues is always lovely. Rocket? Tree trunk? Bicycle handlebar grip?

Your profiles needn't be fully-enclosed faces. Try lofting between arcs and other edges to produce all kinds of things that would be painful to model without Curviloft.

I used Curviloft to model parts of this queen I'm making. Some of us on the SketchUp team are collaborating on a 3D printed chess set.

I've written about a couple of Fredo6's other terrific plugins in the past. RoundCorner gives you the ability to quickly and easily create rounds and fillets on almost any shape. FredoScale is a toolkit for stretching, bending, twisting and otherwise deforming your models in incredibly useful ways.

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New Book: SketchUp for Game Design

I’ve yet to meet a SketchUp modeler who doesn’t—at least just a little bit—want to work in the video game design industry. I get a stupid grin on my face when I think about how much fun it it would be to make battle tanks and exploding oil drums and secret doors for hidden basements full of zombies. In the gaming world, boring things like gravity and cost take a backseat to novelty and sheer coolness.

But how to turn your SketchUp habit (and job cranking out toilet stall details) into days full of armor design and wandering through bad neighborhoods looking for interesting photo-textures to shoot?


Google SketchUp for Game Design is Robin de Jongh’s newest book; he also wrote SketchUp 7.1 for Architectural Visualization. It presumes that you’re a SketchUp beginner, but then quickly gets on to the good stuff:

  • Finding good resources for photo-textures
  • Using Meshlab to convert your models in useable 3D game assets
  • Working with the Unity 3D game engine (which is widespread, free-or-low-cost middleware for designing game levels)
  • Creating high-quality textures for games
  • Adapting your models for use in video games
  • Authoring custom levels
  • Modeling low-poly game assets (including cars) and selling them online

Robin’s writing is accessible and easy to follow. He packs a lot of information into each page, but manages to keep the tone friendly and even funny at times. While the book’s in black and white, color versions of the images are available from the publisher’s website.

Posted by Aidan Chopra, SketchUp Evangelist

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3DOn ARchitecture: Augmented Reality for iOS devices

Paul from 3DOn Ltd. presented at an event I attended a month or so ago. After his presentation, I asked him if we could tell the SketchUp community about his product, 3DOn ARchitecture. He said yes, but at the time the app was only available in the UK. Now it’s available to SketchUp users all over the world. Hooray!


3DOn ARchitecture is an augmented reality app for architects. It allows you to upload your SketchUp models and view them on an iPhone or an iPad in three different modes. Preview mode lets you overlay your model onto a photograph of your site. Walk mode lets you explore your model inside and out, and On-site mode lets you view your model in situ—in real time.


3DOn ARchitecture can be downloaded for iPhone (3GS or later) or iPad. For more information, you can visit the 3DOn website or follow the 3DOn team on Twitter.



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