This is the most accurate way of making the bolt. Thanks for the efforts. I don't know what am I doing wrong, but Chris Fullmers Shape Blender doesn't seem like working for me. I'm on Mac OS X, SU v.15
Excellent video. Instead of making a box and subtract the box from the nut's head, you could have just used the push/pull tool. =) Also, it might be good to scale the bolt slightly up before subtracting it from the nut, in order to get a snug fit that's not too tight. I think you might also be able to use the 'subtract' trick on the bolt; eg. make the thread, then subtract the thread from a 'bolt blank'. The idea here is to have the chamfer created in advance and avoid the artifacts at the top of the bolt. I haven't tried it, just thought I'd post it in case anyone would find it inspiring.
Cheers. All good points. Agree with the nut, but I would have had to double-up the work to create the chamfered edge on both sides, hence the cut/copy/flip/join...which in hindsight is probably not much different given how much messing about with I did in this video. I'll give your second idea a test though. The only issue I can think of is the abrupt end to the thread profile at the top. It would still have to extend into the bolt shank for the profile to fade out as it progresses through the transition from the smaller to larger diameter. Will report back once I've tested.
I'm positive that the underside of the "bolt-head" (before it's a nut) could be pushed up to half the size. -Eg. delete the hole, then push it up. I don't think the Move-tool would work, though (I'm not completely sure, but I think it might mess up some polygons if just moving the bottom side up). I'm not sure whether I have the 'subtract' function on my SketchUp (I can't find it). I'm using SketchUp7 and SketchUp8 (v8 most of the time). I usually use 'intersect -> with selection' and then delete manually. It does the job, but your way seem to be way faster / easier. I find your video is the best on the subject. I couldn't find DrawHelix14, so I downloaded DrawHelix13 and it seems to work for me. Thank you so much for making people's lives easier! =)
@@68HC060 Great feedback, and certainly appreciated. I use 8 Pro, and it has the solids tools (Union/Subtract/Trim/Split/Intersect), which for the most part I find more than adequate for modelling parts I'll end up printing. Chuck in some SketchyPhysics for testing how moving things might work and fit (ever created something you can't put together because real world has collisions? LOL).
Thank you. -It's definitely a smart move to test things (for free) virtually as much as you can, before producing the object. Recently, I've become very fond of the Component feature (especially flipped components for woodworking: raised panel doors, sash-windows, etc). I've never 3D-printed anything, but I know that one needs a fair amount of knowledge before getting a good result. I've learned how to make real spirals (not fake-halfcircle-spirals) recently, but using DrawHelix is a timesaver, and I bet it produces a better result in the end. Most of my SketchUp use is only for testing if something would be doable and making a good / optimal design, before I start the actual work. Sometimes I make several virtual attempts before I start, sometimes I completely trash the ideas (and that's where I save a lot of money, heh).
Tippt for closing a surface after deleting it ti look inside: you draw the line across the area where the surface should be. so you must delete the line after that. my tip: redraw an existing edge ot the hole you have to close then you have nothing to delete after that step
Good tip, especially if you are going to leave the re-closed object in the drawing. Since I was closing a shape that was ultimately going to be removed during the solid subtract, and the closed surface was not going to be part of the subtracted face, there's no real requirement to delete the line at all. As with all my models, I run the cleanup plugin when done to also remove redundant faces and lines over the entire sketch.
+Joshua Bliffen Well, you trot off and go pay 1000's of dollars for solidworks (www.catistore.com/solidworks.html ...I saved you a google search since you don't like wasting time), and I'll spend a few extra minutes making my models, and thinking of what I'll do with the money I didn't spend on solidworks...because I don't need that level of 3D modelling tool. But thanks for the comment. Most entertaining.
+Joshua Bliffen If you can sleep at night after stealing someone's product, worth thousands of dollars, go right ahead. I hope you go to prison. You think spending an extra few minutes to manually create thread pitches is hard, try designing the software that lets you do it. Furthermore, if you think that more expensive software is easier, you're funny. You're just lazy and caught in the trap of thinking that just because something is expensive means it has better quality. What's worse is you're trying to steal said expensive software... if you want something quality, for free, just download Sketchup. It's good software and it's FREE. Will you have to learn the program? Sure, but you'd have to put in even more hours to make full use of a more in-depth professional software, such as Solidworks. justcheckinm8 has the right idea; for weekend warriors who are just trying to use the software to design a part, or model something we're trying to build, one does not need thousand dollar software. It's like buying a ferrari when you just need a car to drive you to the market on the weekends.
+Keven Jones just saying if the products available for me and I can get it for free that's my benefit I'll never have the capitals spend thousands of dollars on a design program that's never going to make me any Revenue
I'm curious about the physics in this program. Could you make it to where you can actually screw the bolt into the nut? In other words, is there a way to set up the different objects so that they have physics that represent the actual objects?
+Keven Jones I've not tried it with something as complex as a nut and bolt. You could make a long bolt with an extremely coarse thread (like..500mm long with a 100mm pitch) and let it drop inside the nut. In theory, it should spin as it drops. I would certainly be an interesting theory to test...which will have to wait until I'm not at work :-)
+justcheckinm8 Keep me posted on that end. I'm trying to find a good program to create 3d-models of diagrammed parts to see how they work together. Like a clock; I'd really like to be able to design something as small and intricate as a clock and confirm that all the parts would work well together. Screws and everything. Dunno how that would work, but do you think this program could do something like that?
+Keven Jones If I was to do something along these lines, I would keep the parts scaled right up to reduce the maths (less decimal places = less bugsplats) The maths could get pretty big though..so a good dose of RAM and CPU power should help. Check out some of JimboVids channel (ruclips.net/channel/UCitN6tOu4lOEG0kfAAMeEtA) for some very nice (and complex) animations. But you've definitely got me thinking about the problem..and will be in touch once I have done some testing
justcheckinm8 Yes, this is exactly the type of thing I'm talking about. He has objects set up there each with its own interactive physics. One thing touches another and causes a reaction according to the physics of that object. This was a great source - it showed me that I can definitely test out a mechanical diagram without actually having to machine the part. Heck, I could probably even plan something like a clock all in this program, make sure it works, and then get the dimensions for the parts right off the program. Thanks for the recommendation! If you get the time to test something like this out, let me know - it would definitely make for a good tutorial video :) Subscribed and liked!
+Keven Jones Glad I can help. Btw, you do have to be careful when going from model to physical. Sketchups accuracy is actually a bit of a trap if you are not conscious of it. E.g...model a block that is 200 mm long, then cut it in half. The cut has a width of 0.0mm (in the virtual world), but do it not the real world, and things get all out of whack because of little things like clearances and real cut widths. I fell into this trap when going from model to printed part. I have to ensure I add or subtract 0.2mm from holes or edges, because that's the "squish" offset. And where parts meet, add a clearance. I found that with sketchy physics. 2 surfaces can occupy the same space in a static virtual environment, but animating them..and they get stuck to each other (unless you make one of them "no collision")..so just a few gotchas to get you started . I look forward to seeing what you come up with.
Cool video! Managed to get some nice screws from it. I'm trying to make some corresponding nuts, but when I subtract the screw and the nut, I get some error indicating that it's not possible to subtract non-solid objects. Any help would be much appreciated. Thanks!
+tt Just check your models (both the nut blank and the bolt) to make sure they are both solids. Use the solid inspector plugin to quickly pinpoint where you have a problem. At about 12:07 is where I ran solid inspector and located the hole where the previous subtract action had not quite made a clean cut. I reckon you might be in a similar situation.
Thanks for your quick reply. Hmm...when i run solid inspector, I get the nested instances error, which the extension is unable to automatically fix. Is that a cause of concern?
Would be useful to see the list of extensions you have downloaded to do this. Being a noob (and on a Mac as well, so the menus look totally different) it's difficult to tell which of the techniques you used are part of Sketchup's native capabilities and which depended on add-ons.
Hi Steve, The list of plugins is: Chris Fullmers shape bender, Helix14 Clean-up, and Sketchy Physics (not essential except for the animation at the end) Everything else is native to SU. All but Helix14 are linked from the sketchucation site, a good search engine will help you find a download link for the helix plug in. I'm on holiday at the moment, so don't have full computer access to give you a list of links. Cheers.
When i make the curve at 6:43 i have all the surface empty... Only the "shapes" left (sorry for my bad english, I m speaking french) Have you an idea to do it well? I would like make a nut for 3D impression.
Hey Michel. About the only thing I can think of that might cause that is the curve has not been exploded, the profile shape is not orientated the correct direction, or the red axis line is not in the right place. Also, make sure your profile piece doesn't have any stray lines (use the cleanup tool or solid inspector to check). Get back to me if you are still having issues. Cheers.
John Sprofera You can create what appears to be a solid nut, but won't be a single outer shell. Create the helix and the thread profile as per my video, but when you run the ShapeBender plugin, use the up arrow key to change the direction which the shape is applied to the helix. With the bolt thread, the triangular shape is applied pointing outwards from the bolt shaft. Using the up arrow key, you can make it point inwards. You then create a circle on the origin point that is slightly smaller that the outside diameter of the thread section. Use the same circle tool and change the side count to 6 and create the profile for the outside of the nut. Delete the circle infill, then push the remaining surface shape up to enclose the thread section. You could then explode the whole lot then re-group as a single model. Without the use of the solid tools, that's about as good as you can do it. The thread won't taper out at the top and bottom surfaces, and unless you planned it out beforehand, the scaling may be a bit off. If you get stuck, I can smash up a quick vid of what I have just described. Just leave me a comment here. Cheers.
Question, when i use the drawhelix plugin it creates an helix but it is not one solid frame its divided in blocks. To get the frame solid i need draw lines over the frame and then my frame close so this is very timeconsuming. Is there something i do wrong? Who can help me please.
By all account, the plugins are a compressed ruby script file collection. Sketchup 2015 can use the earlier plugins simply but copying (or saving) the plugin file into the plugins fodler...as per help.sketchup.com/en/article/38583
The helix plugin doesn't create a solid or a plane. It simply creates a path in a helical shape, just like the arc tool, and therefore not a shape in its own right. You can use it with a basic "follow me" tools to make a shape in a helix profile. Example, use followme in a (exploded) helix to create a spring using a plain circle as the profile. On a sidenote: The nature of Sketchup is to draw arcs using a collection of small lines. In fact, in a digital world, it is impossible to draw a true arc, because each segment has to have a start and an end co-ordinate, therefore it will always be a line between 2 points. At best, a digitally drawn arc can only appear to be a true arc using very small segments. The same is NOT true for computer generated paths, such as CNC toolpaths. No doubt someone would want to argue that point with me, but we would be 'splitting hairs' and end up in a circular conversation...pardon the pun. But i digress... :-) If you need a demo vid, just ask and I'll make one up for you.
hello there.. :"( Newbie need some help here.. **white flag i'm looking for the Helix Plugin, but can't find it through the link that has been share.. is there anyone can share another link? Please, Many Thanks..
The cone is one of the solids in the SketchyPhysics plugin toolbar. You could make one by using the follow-me tool to drag a triangle around the circumference of a circle...but recommend that you simply get the SketchyPhysics plugin for the additional solids and animation functionality. It's a very lightweight (resource wise) plugin..but very powerful.
They are the solids collection in the SketchyPhysics plugin toolbar. The cylinder and cube is easy to make using the standard shapes (square/circle + push to extrude the shape), but really useful for the sphere and cone which is a bit trickier to do. You'll see in the final animated part of this vid (which is SketchyPhysics in action) that the bolt 'fell' on it's end, and not in a way you would expect? Solids not made from the toolbar have a 'default' shape which is dictated by its bounding box, therefore a cylinder made by extruding a circle will not roll, because the bounding box is a square. You can right-click and in the SketchyPhysics menu, set the shape to suit the model, and it will behave according to that selected shape. (hope that all makes sense)
justcheckinm8 Thank you very much for you clarification. I'm a total noob in 3D graphics and SketchUp is the 1st 3D modeling software i'm trying to learn.))
Hi There. I get a bug splat (Sketchup Crashes) every time I go to Subtract the thread screw and make a nut. Do you have any suggestions on how I can fix this issue. I've tried many different arrangements but I'm guessing it could be something wrong with the entire screw
***** Have a look at the bugsplat report details and that might give you a hint. I've had a few of these too, and (although generally unhelpful), you sometimes see some detail that might point you in the right direction. One thing I did was delete the plugin and reinstall. I'm picking this could be some incompatibility or conflict with a plugin that I installed later. I would suggest that you make a backup of your plugins folder, drop everything out and then add the helix + bender plugins back in. Try the model again, and if it works, keep adding your plugins back in until they are all back and working, or you hit a bugsplat. I have also found that these calcs are pretty tough on RAM..so if you are running a bit thin on the memory already, these subtracts tend to push them over the edge. Good luck.
justcheckinm8 Thanks for the advice. I went back and re-made the screw thread at a 100x scale and paid more attention to detail on the small triangle cutter and the cylinder-to-thread fitting, used the Unite solid tool, and it worked this time!
***** Sweet. It can be a bit 'hit and miss', but as you and Patrick (below) found out, SU likes big numbers, so scaling up will generally fix the bugs. I'm not a programmer, but thinking it might be related to the maths involved and the way the values are stored when the calcs are running (floats, doubles, etc)...just a guess.
I'm new to mechanical drawing. This video really help me out. It's time consuming but this is it, skill.
Thank you so much, it helped me a lot, even after a long time since your posting!!!
This is the most accurate way of making the bolt. Thanks for the efforts.
I don't know what am I doing wrong, but Chris Fullmers Shape Blender doesn't seem like working for me. I'm on Mac OS X, SU v.15
Damn! You have a very cool voice.
Thanks, glad you enjoyed it enough to leave a comment. I like yours as well.
Excellent video.
Instead of making a box and subtract the box from the nut's head, you could have just used the push/pull tool. =)
Also, it might be good to scale the bolt slightly up before subtracting it from the nut, in order to get a snug fit that's not too tight.
I think you might also be able to use the 'subtract' trick on the bolt; eg. make the thread, then subtract the thread from a 'bolt blank'. The idea here is to have the chamfer created in advance and avoid the artifacts at the top of the bolt. I haven't tried it, just thought I'd post it in case anyone would find it inspiring.
Cheers. All good points. Agree with the nut, but I would have had to double-up the work to create the chamfered edge on both sides, hence the cut/copy/flip/join...which in hindsight is probably not much different given how much messing about with I did in this video. I'll give your second idea a test though. The only issue I can think of is the abrupt end to the thread profile at the top. It would still have to extend into the bolt shank for the profile to fade out as it progresses through the transition from the smaller to larger diameter. Will report back once I've tested.
I'm positive that the underside of the "bolt-head" (before it's a nut) could be pushed up to half the size.
-Eg. delete the hole, then push it up. I don't think the Move-tool would work, though (I'm not completely sure, but I think it might mess up some polygons if just moving the bottom side up).
I'm not sure whether I have the 'subtract' function on my SketchUp (I can't find it). I'm using SketchUp7 and SketchUp8 (v8 most of the time). I usually use 'intersect -> with selection' and then delete manually. It does the job, but your way seem to be way faster / easier.
I find your video is the best on the subject. I couldn't find DrawHelix14, so I downloaded DrawHelix13 and it seems to work for me. Thank you so much for making people's lives easier! =)
@@68HC060 Great feedback, and certainly appreciated. I use 8 Pro, and it has the solids tools (Union/Subtract/Trim/Split/Intersect), which for the most part I find more than adequate for modelling parts I'll end up printing. Chuck in some SketchyPhysics for testing how moving things might work and fit (ever created something you can't put together because real world has collisions? LOL).
Thank you. -It's definitely a smart move to test things (for free) virtually as much as you can, before producing the object.
Recently, I've become very fond of the Component feature (especially flipped components for woodworking: raised panel doors, sash-windows, etc). I've never 3D-printed anything, but I know that one needs a fair amount of knowledge before getting a good result.
I've learned how to make real spirals (not fake-halfcircle-spirals) recently, but using DrawHelix is a timesaver, and I bet it produces a better result in the end.
Most of my SketchUp use is only for testing if something would be doable and making a good / optimal design, before I start the actual work. Sometimes I make several virtual attempts before I start, sometimes I completely trash the ideas (and that's where I save a lot of money, heh).
very good helpful video, thanks!!
Tippt for closing a surface after deleting it ti look inside:
you draw the line across the area where the surface should be.
so you must delete the line after that.
my tip: redraw an existing edge ot the hole you have to close then you have nothing to delete after that step
Good tip, especially if you are going to leave the re-closed object in the drawing. Since I was closing a shape that was ultimately going to be removed during the solid subtract, and the closed surface was not going to be part of the subtracted face, there's no real requirement to delete the line at all. As with all my models, I run the cleanup plugin when done to also remove redundant faces and lines over the entire sketch.
thats why i gave up on sketchup look at the work it takes to do this. i need something like solid work
+Joshua Bliffen Well, you trot off and go pay 1000's of dollars for solidworks (www.catistore.com/solidworks.html ...I saved you a google search since you don't like wasting time), and I'll spend a few extra minutes making my models, and thinking of what I'll do with the money I didn't spend on solidworks...because I don't need that level of 3D modelling tool. But thanks for the comment. Most entertaining.
+justcheckinm8 well I dont hace the time to draw 100s of diffrend thread pitches. and there is always torrent XD
+Joshua Bliffen If you can sleep at night after stealing someone's product, worth thousands of dollars, go right ahead. I hope you go to prison. You think spending an extra few minutes to manually create thread pitches is hard, try designing the software that lets you do it. Furthermore, if you think that more expensive software is easier, you're funny. You're just lazy and caught in the trap of thinking that just because something is expensive means it has better quality. What's worse is you're trying to steal said expensive software... if you want something quality, for free, just download Sketchup. It's good software and it's FREE. Will you have to learn the program? Sure, but you'd have to put in even more hours to make full use of a more in-depth professional software, such as Solidworks. justcheckinm8 has the right idea; for weekend warriors who are just trying to use the software to design a part, or model something we're trying to build, one does not need thousand dollar software. It's like buying a ferrari when you just need a car to drive you to the market on the weekends.
Joshua Bliffen l
+Keven Jones just saying if the products available for me and I can get it for free that's my benefit I'll never have the capitals spend thousands of dollars on a design program that's never going to make me any Revenue
WOW! - THANKS!!!
1:56 this looks like a water cistern hahah
I work in a machine shop and our machinist uses solidworks and even he has to go through about the same amount of steps
thanks
I'm curious about the physics in this program. Could you make it to where you can actually screw the bolt into the nut? In other words, is there a way to set up the different objects so that they have physics that represent the actual objects?
+Keven Jones I've not tried it with something as complex as a nut and bolt. You could make a long bolt with an extremely coarse thread (like..500mm long with a 100mm pitch) and let it drop inside the nut. In theory, it should spin as it drops. I would certainly be an interesting theory to test...which will have to wait until I'm not at work :-)
+justcheckinm8 Keep me posted on that end. I'm trying to find a good program to create 3d-models of diagrammed parts to see how they work together. Like a clock; I'd really like to be able to design something as small and intricate as a clock and confirm that all the parts would work well together. Screws and everything. Dunno how that would work, but do you think this program could do something like that?
+Keven Jones If I was to do something along these lines, I would keep the parts scaled right up to reduce the maths (less decimal places = less bugsplats) The maths could get pretty big though..so a good dose of RAM and CPU power should help. Check out some of JimboVids channel (ruclips.net/channel/UCitN6tOu4lOEG0kfAAMeEtA) for some very nice (and complex) animations. But you've definitely got me thinking about the problem..and will be in touch once I have done some testing
justcheckinm8 Yes, this is exactly the type of thing I'm talking about. He has objects set up there each with its own interactive physics. One thing touches another and causes a reaction according to the physics of that object. This was a great source - it showed me that I can definitely test out a mechanical diagram without actually having to machine the part. Heck, I could probably even plan something like a clock all in this program, make sure it works, and then get the dimensions for the parts right off the program. Thanks for the recommendation! If you get the time to test something like this out, let me know - it would definitely make for a good tutorial video :) Subscribed and liked!
+Keven Jones Glad I can help. Btw, you do have to be careful when going from model to physical. Sketchups accuracy is actually a bit of a trap if you are not conscious of it. E.g...model a block that is 200 mm long, then cut it in half. The cut has a width of 0.0mm (in the virtual world), but do it not the real world, and things get all out of whack because of little things like clearances and real cut widths. I fell into this trap when going from model to printed part. I have to ensure I add or subtract 0.2mm from holes or edges, because that's the "squish" offset. And where parts meet, add a clearance. I found that with sketchy physics. 2 surfaces can occupy the same space in a static virtual environment, but animating them..and they get stuck to each other (unless you make one of them "no collision")..so just a few gotchas to get you started . I look forward to seeing what you come up with.
Hey eine Frage mit welchem Programm nimmst du deinen Desktop auf ? So das man die Tasten sieht?
Cool video! Managed to get some nice screws from it. I'm trying to make some corresponding nuts, but when I subtract the screw and the nut, I get some error indicating that it's not possible to subtract non-solid objects. Any help would be much appreciated. Thanks!
+tt Just check your models (both the nut blank and the bolt) to make sure they are both solids. Use the solid inspector plugin to quickly pinpoint where you have a problem. At about 12:07 is where I ran solid inspector and located the hole where the previous subtract action had not quite made a clean cut. I reckon you might be in a similar situation.
Thanks for your quick reply. Hmm...when i run solid inspector, I get the nested instances error, which the extension is unable to automatically fix. Is that a cause of concern?
+tt Send me your model in SU8 format please..cos I don't see a need to upgrade :-) ll have a look at it and drop a comment here on how to fix it.
Haha, thanks. I've dropped you an email.
Nice video but I wish it had some sound
Would be useful to see the list of extensions you have downloaded to do this. Being a noob (and on a Mac as well, so the menus look totally different) it's difficult to tell which of the techniques you used are part of Sketchup's native capabilities and which depended on add-ons.
Hi Steve,
The list of plugins is:
Chris Fullmers shape bender,
Helix14
Clean-up, and
Sketchy Physics (not essential except for the animation at the end)
Everything else is native to SU. All but Helix14 are linked from the sketchucation site, a good search engine will help you find a download link for the helix plug in. I'm on holiday at the moment, so don't have full computer access to give you a list of links.
Cheers.
without the solid tools I meant.
When i make the curve at 6:43 i have all the surface empty... Only the "shapes" left (sorry for my bad english, I m speaking french)
Have you an idea to do it well?
I would like make a nut for 3D impression.
Hey Michel. About the only thing I can think of that might cause that is the curve has not been exploded, the profile shape is not orientated the correct direction, or the red axis line is not in the right place. Also, make sure your profile piece doesn't have any stray lines (use the cleanup tool or solid inspector to check). Get back to me if you are still having issues. Cheers.
Plugin download links broken.
Can you add new ones?
Is there a way to create the threads for inside the nut on Sketchup Make? With the solid tools. If so can you help? Thanks John
John Sprofera You can create what appears to be a solid nut, but won't be a single outer shell.
Create the helix and the thread profile as per my video, but when you run the ShapeBender plugin, use the up arrow key to change the direction which the shape is applied to the helix. With the bolt thread, the triangular shape is applied pointing outwards from the bolt shaft. Using the up arrow key, you can make it point inwards.
You then create a circle on the origin point that is slightly smaller that the outside diameter of the thread section. Use the same circle tool and change the side count to 6 and create the profile for the outside of the nut. Delete the circle infill, then push the remaining surface shape up to enclose the thread section. You could then explode the whole lot then re-group as a single model.
Without the use of the solid tools, that's about as good as you can do it. The thread won't taper out at the top and bottom surfaces, and unless you planned it out beforehand, the scaling may be a bit off.
If you get stuck, I can smash up a quick vid of what I have just described. Just leave me a comment here.
Cheers.
At 1:06 in the video, how to fill a surface in circle that quick?
I selected the edge that makes the hole (ie..the circle)..and deleted it. Don't need to fill it, just delete the shape that makes the hole in it.
What is the name of plugin/extension that you using at 1:22 the on that generates cone i believe it's not TOP SECRET
Not at all...it's one of the solids that is part of the Sketchy Physics plugins.
The tool for created cone in the view, which extensions it from ?
It's one of the shapes in the Sketchy Physics plugin, but real easy to make one with a circle, triangle and the followme tool.
Question, when i use the drawhelix plugin it creates an helix but it is not one solid frame its divided in blocks. To get the frame solid i need draw lines over the frame and then my frame close so this is very timeconsuming. Is there something i do wrong? Who can help me please.
justcheckinm8i, tried to install Sketchyphysics but unfortunatly it is not available for Sketchup 2015, any alternatives you could suggest?
By all account, the plugins are a compressed ruby script file collection. Sketchup 2015 can use the earlier plugins simply but copying (or saving) the plugin file into the plugins fodler...as per help.sketchup.com/en/article/38583
The helix plugin doesn't create a solid or a plane. It simply creates a path in a helical shape, just like the arc tool, and therefore not a shape in its own right. You can use it with a basic "follow me" tools to make a shape in a helix profile. Example, use followme in a (exploded) helix to create a spring using a plain circle as the profile.
On a sidenote: The nature of Sketchup is to draw arcs using a collection of small lines. In fact, in a digital world, it is impossible to draw a true arc, because each segment has to have a start and an end co-ordinate, therefore it will always be a line between 2 points. At best, a digitally drawn arc can only appear to be a true arc using very small segments. The same is NOT true for computer generated paths, such as CNC toolpaths. No doubt someone would want to argue that point with me, but we would be 'splitting hairs' and end up in a circular conversation...pardon the pun. But i digress... :-)
If you need a demo vid, just ask and I'll make one up for you.
不好意思 請問 有人知道 哪邊能直接下載螺栓嗎 甚麼尺寸的都可以 因為我初學者 無法直接畫出
hello there.. :"(
Newbie need some help here.. **white flag
i'm looking for the Helix Plugin, but can't find it through the link that has been share..
is there anyone can share another link?
Please,
Many Thanks..
There are links further down in the comments below, this one still works though - rhin.crai.archi.fr/rld/plugin_details.php?id=784
are you using an extension on drawing the cone? if so, which one?
The cone is one of the solids in the SketchyPhysics plugin toolbar. You could make one by using the follow-me tool to drag a triangle around the circumference of a circle...but recommend that you simply get the SketchyPhysics plugin for the additional solids and animation functionality. It's a very lightweight (resource wise) plugin..but very powerful.
thanks man
Hi, where did you get these 3D obejcts tools to draw the cube, sphere, conus etc? Thank you.
They are the solids collection in the SketchyPhysics plugin toolbar. The cylinder and cube is easy to make using the standard shapes (square/circle + push to extrude the shape), but really useful for the sphere and cone which is a bit trickier to do. You'll see in the final animated part of this vid (which is SketchyPhysics in action) that the bolt 'fell' on it's end, and not in a way you would expect? Solids not made from the toolbar have a 'default' shape which is dictated by its bounding box, therefore a cylinder made by extruding a circle will not roll, because the bounding box is a square. You can right-click and in the SketchyPhysics menu, set the shape to suit the model, and it will behave according to that selected shape. (hope that all makes sense)
justcheckinm8 Thank you very much for you clarification. I'm a total noob in 3D graphics and SketchUp is the 1st 3D modeling software i'm trying to learn.))
Hi There. I get a bug splat (Sketchup Crashes) every time I go to Subtract the thread screw and make a nut. Do you have any suggestions on how I can fix this issue. I've tried many different arrangements but I'm guessing it could be something wrong with the entire screw
I also have used Solid Inspector to no Avail
***** Have a look at the bugsplat report details and that might give you a hint. I've had a few of these too, and (although generally unhelpful), you sometimes see some detail that might point you in the right direction. One thing I did was delete the plugin and reinstall. I'm picking this could be some incompatibility or conflict with a plugin that I installed later. I would suggest that you make a backup of your plugins folder, drop everything out and then add the helix + bender plugins back in. Try the model again, and if it works, keep adding your plugins back in until they are all back and working, or you hit a bugsplat. I have also found that these calcs are pretty tough on RAM..so if you are running a bit thin on the memory already, these subtracts tend to push them over the edge. Good luck.
justcheckinm8 Thanks for the advice. I went back and re-made the screw thread at a 100x scale and paid more attention to detail on the small triangle cutter and the cylinder-to-thread fitting, used the Unite solid tool, and it worked this time!
***** Sweet. It can be a bit 'hit and miss', but as you and Patrick (below) found out, SU likes big numbers, so scaling up will generally fix the bugs. I'm not a programmer, but thinking it might be related to the maths involved and the way the values are stored when the calcs are running (floats, doubles, etc)...just a guess.
Güzel. Turkiye
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