How do i make this teardrop 3d? the follow me feature doesn’t do exactly what i wanted.
You could make a symmetrical teardrop with FollowMe, and use something like Shape Bender to tweak the top part sideways.
Or approximate it using a sphere and a cone drawn separately with FollowMe, or a plugin like 3D Parametric Shapes from SketchUcation plugin store.
What version of SketchUp are you using. Your profile says “12.x” which is not a SketchUp version.
You might be able to use an extension such as Curviloft but it isn’t clear that you can even use extensions.
Version 21.0.392 - on desktop at the moment - il have a look into Curviloft
Please correct your profile while you’re at it.
Looks like Curviloft doesn’t support 2021.
Yes it does. I wouldn’t have suggested it if it didn’t. Get the current version from Sketchucation. Also make sure you install LibFredo6.
Right i’ve got it - looking at loft you can Loft along spline, path or skin.
I attempted spine but my results left much to be desired:
Clearly im a complete novice to this xD
This is one for the great @mihai.s I suspect!
with Vertex Tools and SUbD
Thanks, @simoncbevans !
with FredoScale and SUbD
Well you guys did it much faster then me - i ended up getting cortiloft to work but i had to go to every single vertex and draw a circle at each one and then in loft this took a while and lots of measuring:
P.s for each vertex i used a ruler to draw a sraight line and calculated the midpoint between the edges - any advice on how to speed that up? or draw a circle which interacts both points and doesn’t start at a middle
There you go. @mihai.s provides a personal masterclass!
- The right profile of a “straight down” tear drop.
- With ‘Follow Me’ create the “straight down” 3D tear drop.
- In ‘Wire Frame’ select the ten top rings and shift along red , inferencing the intersection with the curve in the back.
- In ‘Wire Frame’ select the nine top rings and shift along red , inferencing the intersection with the curve in the back.
- In ‘Wire Frame’ select the eight top rings and shift along red , inferencing the intersection with the curve in the back.
- etc. till you only move the top vertex along red to intersect with the currve in the back.