Actually I ran Face Creator once and found these areas that didn’t fill. I tried drawing in edges between endpoints across those openings to narrow down where the problems were. Then I zoomed in really close to hunt for overruns and gaps. Here you can see I’ve drawn in some edges (shown in black) to narrow down where the problem is.
After finding the probelm geometry I used Undo to get rid of the faces, fixed the bad geometry, and then ran Face Creator to show it would create all of the faces once the geometry was fixed.
This is why I used Intersect Faces>With Selection.
I don’t think it’s an invaild method. There’s a potential to move the edge so its no longer running the exact same direction if the edge isn’t on axis in the first place. But it it works for you, that’s fine. I think Intersect Faces is probably faster and it won’t change the direction of the edges.
Again, the only thing it might throw off is the direction of the edge. In a model like this it might not be all that critical even if you moved the endpoint a little to the left or right of the intended move direction.
I doubt it. Those faces filled for me. I only found the two problem spots I indicated. Maybe try running Intersect Faces more than once?
This is a common thing with CAD files no matter what the source. In programs like AutoCAD it is standard procedure to put linework on different layers. This is based on the old procedure of drawing on film or vellum and using different sheets (layers) to keep different elements in the drawing separate. That mindset doesn’t really translate to SketchUp correctly. You need to use groups and components (objects) to keep the edges and faces separated. Tags in SketchUp are mainly used to control visibility.of the objects, not to keep them separated. Tagging edges and faces won’t prevent them from becoming merged, either.
The problem with having geometry tagged is that you can wind up with edges and faces disappearing when you don’t want them to. Leaving all edges and faces untagged and only tagging the objects eliminates that problem. It also makes the workflow easier because you don’t have to chase tags as you work through the model. In fact, if you leave Untagged as active at all times and keep all edges and faces untagged, you don’t even need to care what tag has been given to a group or component when you open it for editing. It just doesn’t matter.
I haven’t seen anyone give that advice but I will say unless you learn how to use tags correctly you can make a great deal of trouble for yourself.
That’s because the edges and/or faces inside the group have been given the Tree tag, too. (a typical problem associated with incorrect tag usage) You need to open the group for editing and select all of the geometry. Then In Entity Info, change the tag to Untagged.
Yes. And if you select the group or component again, you can give it the Tree tag.
I used a free extension from Sketchucation called Default Tag Geometry to fix all of the geometry in your model in one go. That’s where that report I showed came from. The extension does not remove the tags from the groups or components, though.
First, make sure that any groups or components you do have are tagged appropriately. You can then turn their tag visibility off. For the rest of it, you may need to go through and select edges to group depending on how you need to organize the model Then give those groups/components tags. Turn off the tag visibility as you go to reduce the clutter. It might be that you need to make these groups/components before untagging the geometry.
Hiding objects is OK for temporarily getting it out of your way but use tag visibility for that in scenes.