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rob rhodes
02-01-2007, 11:14 AM
This has bugged me for a while now - how did sketchup (or @last software, a comparitively new small company) manage to patent their 'push/pull' feature? It seems like the way box modelling should be done but the big apps like max/maya/C4D etc. over looked this way of working. How can we easily split a face in 2 then extrude inwards to create a step rather than what happens in C4D where you get a load of new faces and the edges don't go with the face that you are sinking. Obviously both ways of working would be best but seems like a simple more obvious feature that the big apps wont ever (well for the next 20 years or so) be able to do!

Ernest Burden
02-01-2007, 12:06 PM
I do agree that push/pull, and the easy way that lines cut polys, would be the best things about SketchUp. But I found that when C4Dv9 came out with more usable poly editing features that I didn't go back to SU. And SU is creating lots of new faces, it just hides the edges.

C4D is a little more cumbersome for that sort of work, but I use it all the time. Either Extrude without caps or sometimes a micro-small extrude-inner followed with a normal move does the same thing. Well, almost the same.

SU has real-time shadows, which are great, but that is now in Cv10 (which I don't have yet). But what I find with SU is that once a model gets even slightly complex SU slows down in a way that Cinema does not.

They are both good. So use each for what they're best at, or you are most comfortable with.

rob rhodes
02-01-2007, 12:34 PM
Oh yeah, not wanting to contradict myself too much but I don't really use sketch up - tried the demo years ago and a few of my colleagues use it but when you have got archicad and C4D then there isn't really a need for sketchup for me anyway. But was just raising the issue of that particular 'push/pull' tool and how it would be so good to have such a feature in C4D and why it hasn't had it for ages?

AdamT
02-01-2007, 02:30 PM
SU's method of hiding the mesh structure has both pros and cons. On the one hand, it frees you from having to work with topology; OTOH, it's not that bright about forming good topology on its own, which can cause major headaches down the line.

el_diablo
02-01-2007, 02:43 PM
Push-pull as implemented in Sketchup works only on planar faces. They say its patented also.

choppir
02-01-2007, 03:17 PM
I'm a HUGE sketch-up user.

I ALWAYS do my models in Sketchup and the detail in cinema, then the rendering.
Sketch-up is the way foward for Architectural stuff - buidlings, doors, windows etc etc)
It takes me minutes to make a model that will take me a few hours in Cinema.

I must say the push / pull tool makes modelling EXTEMELY easy.
It will be a big step forward for maxon to get this tool in Cinema....

cheers

choppir
http://mauritzsnyman.blogspot.com/

TwinSnakes
02-01-2007, 03:34 PM
If Sketchup is for polygons.

Then Moi3D is the Sketchup for Nurbs.

If you havent given it a try...please do so while its in beta. You'll finally see what the nurbs clan has be raving about with nurbs booleans and fillets.

TheCore
02-01-2007, 11:50 PM
Sketchup modelling with intentions to import into Cinema is crappy really, cause SU triangulate the mesh when exporting to 3DS. Why cant @last software add the FBX format? Getting a quad-poly mesh would be a GREAT improvement to SU.

Per-Anders
02-02-2007, 12:22 AM
I really don't see how this could "bug" anyone. Small companies move and react faster than large companies. Individuals have ideas, not groups. There's a bit too much "should" in there, and big assumptions about workflow and how things be done, the kind of stuff that will say we should have the technology they're using in ten years time because it's so patently obvious! Which of course it will be... then. Coincidentally you guys do realise that the push/pull tool is extrude and melt right? This stuff is really about workflow, not some brand new paradigm shift as some marketeers like to make out.

To be fair large companies also are guilty of patenting things, look at Autodesk and in the past Alias|Wavefront. Maxon don't seem to believe in patents, but then they're not exactly large, and while their software has many innovations as they neither patent them nor go overboard on the "this will change everything you thought you knew about modeling/animating/painting/3d" it seems people are very quick to forget or ignore.

Everyone is free to come up with their own ideas and implement them if they can. If they didn't and there wasn't competition then nothing would ever change or improve. Personally I think most technology patents tend to stifle this, but I do believe that the originator of any idea should get credit and a fair reward for their innovation, even if it seems "obvious" now, if it was so obvious after all everyone else would have done it, but they didn't.

AdamT
02-02-2007, 04:09 AM
Sketchup modelling with intentions to import into Cinema is crappy really, cause SU triangulate the mesh when exporting to 3DS. Why cant @last software add the FBX format? Getting a quad-poly mesh would be a GREAT improvement to SU.
The most recent version of Sketchup does support FBX, and it's supported quad export in .obj format for several versions.

I find it faster for some things, slower for others, but as I mentioned, I think the time spent fixing the whacked out geometry it can produce takes away most if not all of the speed advantage. You can avoid a lot of the problem if you're very careful in SU, but that also negates a lot of the speed advantage.

rob rhodes
02-02-2007, 09:28 AM
There's a bit too much "should" in there, and big assumptions about workflow and how things be done, the kind of stuff that will say we should have the technology they're using in ten years time because it's so patently obvious!



Well I think its not that crazy a suggestion and really is quite obvious; if you just take a box and think 'oh no I want to cut a face and lower it down along the normal direction - does the software we have written make this easy?' I am all for the small company and understand entirely that individuals have the ideas - thats not the point, Im just saying to me it is an obvious comand that went unsolved for far too long and now its patented we will never get it in C4D:sad: . With regards to geometry do ngons not just cover up the triangulation in a lot of cases and could this not solve SOME of the problems that the push/pull tool would throw up if it was part of the C4D toolset? Of course you will always get extra geometry but you get that with other comands too, its just nice to have the option. And before its said - i know ngons are relatively new in C4D.

Ernest Burden
02-02-2007, 12:10 PM
I think the time spent fixing the whacked out geometry it can produce takes away most if not all of the speed advantage. You can avoid a lot of the problem if you're very careful in SU, but that also negates a lot of the speed advantage.

Not specific to imported SU models, but I've often found that if I take a group of bad polys and melt them, or optomize to an n-gon, and then triangulate, C4D reworks the mesh into a logical arrangement. It doesn't always work, but usually does.

LemonNado
02-02-2007, 01:02 PM
This has bugged me for a while now - how did sketchup (or @last software, a comparitively new small company) manage to patent their 'push/pull' feature?

Everyone can patent something for less than 5000$ with a patent lawyer (don't attempt without one...). Have an idea, go patent it! And @Last is bought by Google. Not really small any more.
R

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