Sketchup Push Pull Multiple Objects

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Verbena Reynoso

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Aug 3, 2024, 11:24:47 AM8/3/24
to nosfikelli

I've been using Sketchup for awhile, and it can't multiple push/pull either. The way to make similar extrudes is similar to Sketchup -- you make one extrude, and then use the cursor to snap similar extrude heights.

i am suggesting to put this skp like behaviour under one command which would turn rhino into into somewhat sketchup where faces would be split automatically with any curves drawed and planar regions would be detected and closed with planar surface. push pull with gumball would work but differently as this post proposes

I dont think what i suggest necessarily requires another geometry object type. It might be far simpler, partially achievable with current commands. The actual problem is that gumball extrusions not always result in expected geometry which is the trouble. Nurbs works well with planar geometry.

Thank you that you took time and wrote your opinion. If it was that big of effort it is definately questionable to think about it but if it was much easier and could be a huge lure for skp users crowd it would be worth it.

I am going to have a look. Skp mode would be of course meant only for strictly planar geometry otherwise it doesnt make sense since all sketchup is just planar but its very efficient when you design a kitchen for example, thats when i rather opt for sketchup but i really would like to stay inside rhino all the time

@theoutside
have a look at this new plugin it seems to achieve what we are talking about only better push pull is missing but since you have submitted it to jetbrains we might be very close to the nirvana.

At the onset Blender does not have a one to one tool to compare but if we split up the pull and push functions into two separate features we do find a tool that preforms the pull part of the equation and takes it up a notch, this is the aptly named Extrude Region tool.

To extrude select the geometry you want to manipulate in Edit Mode and either press the Extrude Region button on the left menu and use the on screen interface or of course as I prefer press the E key and proceed in the same manner as if we were using the grab tool. Just remember holding the Shift key will slow down the rate of pulling for more accuracy.

Just like in SketchUp you can use the Extrude tool to pull on faces to expand the geometry but there are some key differences. Unlike in SketchUp you are not limited to faces. You can extrude vertices to creates edges or extrude edges to create faces giving you that much more versatility with your work.

Another key difference is the ability to select multiple pieces of geometry at the same time and extrude them all simultaneously. By default it will extrude along the average perpendicular line but of course you can choose to move along any axis or combination of axis as we have done before or go free range.

Until then practice and practice some more and if you found this tutorial helpful please leave a like so more people can find this content in the future, until next time this has been Patrik CK, good bye.

The Rip Fill tool comes close but it still requires a bit of cleanup to remove hidden faces.
It can be accessed either by pressing space and typing "rip fill", or you can use the keyboard shortcut ALT+v.

If the model is at some arbitrary angle, you can set the Transform Orientation to Normal and then double tap z to move the face along its normal.
If you only tap z once, the movement will still be constrained to the Global axis, the second tap activates the custom Transform Orientation.

You could just move all of your faces in the distance you want and then extrude all but the original face out. this way the net effect is a face that was essentially extruded in. The best part about this method is, although there is an extra step, there is absolutely no cleanup work.

The example you show is really the main scenario that produces different results in terms of Push/Pull vs Extrude. I believe mano-wii's answer is as close as you'll get with the least amount of effort using the default tools. As a former SketchUp user I sympathize with this question. At the moment there is no built-in feature that can push geometry that way and remove the degenerate geometry.

A fun thing about SketchUp and Blender is that they both have a scripting API. If you really want a feature code it. I'm suprised that searches come up dry with solution, but wet with exactly the same questions ( -sketchup-like-push-pull-followup-or-efficient-method )

As you probably know, the Move tool is used to move objects, and the Rotate tool is used to rotate objects. For both tools, when you press the Ctrl/Option key, you will make copies. For linear copies, you can adjust the spacing and number of copies, and for rotated copies, you can adjust the angle between copies and the number of copies. For both kinds of copying, you can make these adjustments as many times as needed while the tool is still active. Keep in mind, however, that after you start a new Move or Rotate action, or activate a new tool, you can no longer adjust the spacing, angles, and so on.

To make copies, activate the Move tool and press the Ctrl key (Option on the Mac). SketchUp is very flexible in how you can set the spacing and number of copies: After the first copy is made, you can enter the number of copies you want and set the spacing between them. Until you activate a new tool or start a new Move operation, you can continue to adjust both the spacing and numbers.

Start with a building like the one shown in Figure 1-1, which has one small window at the lower-left corner of the front face. You can create your model from scratch, or download my Linear Array model from the 3D Warehouse. Because the window will be copied, it should be a component. Why a component? A component is easy to select and will keep the file size small.

Aside from the reasons already mentioned, components are an extremely powerful feature of SketchUp, and you should take advantage of them wherever you can. Components are covered in detail in Chapter 7.

In the lower-left corner of the front wall, draw the basic window shape by using a rectangle and an arc, erasing the dividing line between them. Make it small enough so that several rows and columns of windows can fit in the wall.

To pull out the window frame, activate Push/Pull and press Ctrl (Option on the Mac) and pull out the frame face. (Ctrl/Option ensures that you will leave a flat face on the back of the frame, and not make a hollow shell.)

Move the cursor over the window, which becomes highlighted in a bounding box (Figure 1-2). Click anywhere on the window, but do not click on one of the red + signs, as these will switch you from Move to Rotate mode.

When your row of windows looks right, you can copy the entire row. The Move tool will actively select only one object at a time, so when you want to copy multiple objects, you must first preselect the objects. Activate Select and select all of the windows in the row, as shown in Figure 1-11. (Holding the Shift key enables you to select multiple objects.)

Now you can copy all of these windows to the back of the building. Select them all, activate Move with Ctrl/Option, and for the first move point, click the midpoint shown in Figure 1-14. This midpoint is used so that the position of the windows relative to the front wall will be the same for the windows copied to the back wall.

In this scenario, you know where the first and last objects are located, and want to space objects evenly between them. The format for placing a specific number of copies between two objects is to enter the desired number of copies, followed by the / (forward slash) symbol. (The forward slash symbol denotes division.) For example, if you make a copy of an object 20 feet away, and then type 4/ and press Enter, you will have five objects (four copies plus one original), with four equal spaces of 5 feet each in between copies.

Start with a model like the one shown in Figure 1-19, which has one window in the middle of the front wall. You can create your model from scratch, or download my Internal Linear Array model from the 3D Warehouse. The window should be a component.

You could also tap (but not hold) the up arrow key to lock the blue direction, which saves you from having to keep Shift pressed. How you lock directions is a personal preference. Locking directions and other constraints are covered in depth in Chapter 5.

In the previous recipes, the copies have followed the red, green, or blue directions. When you want to move in another direction, first be sure that you have objects in your model that define the direction you want to use. In this example, the model has an edge that defines the move direction, and both move points will be clicked along this edge.

Start with a building like the one shown in Figure 1-35, with a sloped top and one window in the top-left corner of the front wall. You can create your model from scratch, or download my Sloped Linear Array model from the 3D Warehouse. The window should be a component.

Select the window and activate Move. Press Ctrl/Option. For the move distance and direction, click two points along the sloped edge, as shown in Figure 1-36. (If your window jumps to the wrong face, wiggle the mouse to tweak it into place.)

Using the method demonstrated in Recipe 1.1, enter the number of copies you want (say, 4x) and adjust the spacing to get a line of sloped windows (Figure 1-37). The spacing is the distance measured along the diagonal edge.

You can change your mind and use an internal array as shown in Recipe 1.2. Just enter the distance between the first and last windows. The distance in this example is 50 feet. You will still have the same number of windows as before, but they will be spaced so that only two appear on the building (Figure 1-38). You may have to zoom out to see the rest of the windows.

To make copies with the Rotate tool, you must first preselect the objects to be copied. Then activate the Rotate tool and press the Ctrl key (Option on the Mac). You can enter the angle between copies before or after you place the copy. After the first copy is made, you can enter the number of copies you want. Until you activate a new tool or start a new Rotate operation, you can continue to adjust both the angle and numbers.

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