Sure, but after cutting a few nuts/bolts they eventually paste into the second drawing with the pointer centered on the guide. This is very convenient and I’d like it to continue.
Right now I’m having trouble with a simple 3/16" stainless steel washer.
Migrating to SUP 2023 is not a sensible move in my case. Certainly not to gain one small but admittedly attractive feature.
When an object or entity is comprised of a lot of geometry, it can be difficult to quickly locate a guide within it. This slows the process down a lot. That’s why it’s great when the object or entity pastes in with the pointer already on the guide. It never happens the first time, but it often does after a few pastes. The problem is that for some reason it never seems to happen when I have a zillion of those objects to place. Hence my question about some way of forcing SUP to always paste in on the guide.
You mentioned that your computer has 4GB RAM, I hate to guess the amount of free space on the disk, much less the processing speed and the version of your graphics system. And you wonder why You are having some small issues. Granted some improvement in your modeling technique will also help.
I realise it’s not high quality but I quickly modelled the way I would normally model something like that and the file size is tiny.
Not sure how you got such a huge file size but I guess it’s the way you created the model.
Someone with better experience will chip in and tell you what you’ve done and how to correct it in the future.
Away from my computer so I can’t see the file - but why do you need to scale up a circle with a hole in it? Regardless though it shouldn’t be this large.
How many segments did the original circle have?
How large is the image you used as a texture?
Unless you are modeling and rendering the internal components of a Rolex for some sort of hyper detailed animation / rendering / advertisement I see no need for a washer to be 11.5 MB. Scaled up or not.
And FWIW - the reason to scale up is because SKP has a small face problem. Especially when modifying / intersecting geometry. To simply represent a circle with a hole in it doesn’t seem to me to need to be scaled up.
If your circle to create the original geometry has like 60 or 100 segments at full size (3/16”) then yes, you might need to scale up if you were going to be using solids or intersecting the faces. But for a flat disk of steel that (I assume) is modeled to sit against a bolt or an other surface… there shouldn’t be a need to do this.
If this is for your ongoing tank project - what is the end use for - and have you thought about how much detail you need for that use?
Modeling a 3/16” washer on a full size tank model to 1/2 mm precision is like modeling each nail in a house or every blade of grass in a meadow. And even then, if I was going to render / animate / show off a meadow of grass I would generate multiple models at varying level of detail based on what I was doing with it all.
Please tell me you aren’t modeling all the threads and the fine detail on the bolts… that once assembled into the final place in the model you will never see…
Are you Sisyphus reincarnated and are being punished by Zeus himself?
it’s a washer.
24 sided circle is more than enough for a washer. it will be hidden behind the nut.
24 sided washer, at actual scale. don’t bother making rounded edges too, they’ll be hidden. and if you do… not that much !
at this point you’re inflicting pain to yourself…
honestly even this is too detailed, the rounding on the inside won’t be seen. but yeah, it’s already a major upgrade, I would call this a hi-def washer.
*breathe
996
edit : I tried to scale it down and explode it. so did my computer.