Why does SU clobber large floors?

pushpull
edit
walls
floors

#1

I am creating a set of large floors and SU keeps removing thickness from my floor and, I think, may be also gradually nibbling away at its integrity during saves when it “fixes” my floor.

This has happened on several floors, but particularly in the more complex ones like the following model. I know there are still some bad elements between the dropped floor garage and the rest of the floor, and maybe even in the 30 elevator cutouts and other areas where I have to cut through the floor (trash chutes and stairwells too). But trying to fix them all results in problems elsewhere, over and over.

SU has a strong tendency to remove thickness of walls and especially large and complex floors without warning, and perversely, on the unseen side of whatever you’re working on. I had to keep pulling out the floor from the bottom and sometimes the top, in part or in whole. This leaves unsightly and mixed color striations on the 2’ vertical elements of the floor in the elevator bays etc. I removed most of these, but to remove all of them seems impossible. If you fix one part, another part goes awry. In the end, the area bordering the garage and the rest of the floor still has problems. I think the Fix stray lines prompt at the save point of SU may be causing problems over time too, causing little nibbles at stray lines that turn out to be critical at some point, and then become a great unraveling of the floor over time. I know I did not create all the weird bits and lines I see there now. They are coming about from some other process. This is costing us a tremendous amount of time and may jeopardize the entire project if it can’t be stopped. Locking the floor doesn’t seem to help, as SU unlocks it to “fix” it during the save, and maybe Solid Defender and Clean Up do the same.

Here is the floor in question, separated out form the larger model for simplicity in editing it. Another thing that’s happening is it is losing the ability to paste in place into the larger model when I do a lot of editing of the floor outside the main model. I guess it is getting confused?
Level 2 Floor.skp (436.2 KB)


#2

I’ve never found Sketchup creating issues like you are talking about.

However - I do see a lot of geometry issues with your model. A properly built solid floor as a group or a component will show as solid and will state a volume. Yours do not.

I grabbed the top surface of the one floor and copied and pasted it and then used push pull after cleaning some edges. There was a little piece that could be pulled out later. Then I put the floor back in the same position that you had it.

That floor is a solid.

The only way I can see Sketchup playing around with your geometry is if you are using intersection with the entire model.

One trick I use is adding a temporary index line - then copying and pasting the geometry that needs cleaning into a new model. Then it is easy to clean stuff.


#3

Sorry, I added this to the wrong post.


#4

F2 foor s#1 and F2 M#1 assigned to layer 0, change them to F2 layer
Floors are miss- registered unless you want them off set
Get rid of the fractional units display, just my pet peeve but think it is too easy to make mistake. Use “reasonable decimal” display
Control your own destiny turn off automatic check for problems. You can use it later?


#5

RLGL

Why would you say this? I’m not sure what you are trying to say.


#6

The model, Level 2 Floor.skp, is in no way “complex” as it’s merely boxes.


The root of the troubles is technique; specifically, neatness.
Stray edges abound…


#7

I don’t know whether this helps…but I have found that some of the tools can cause problems through inadvertant activation whilst working on a drawing. The worst offender I find is the move tool which can cause a lot of grief when it is selected for a specific action and then moved back across the workspace if you are not careful. If you note it activates areas (changes them to speckly active areas) as it passes over them and it only takes a button press to stretch,distort/alter a surface by mistake when you were concentrating on something else in the drawing.


#8

How so?
I find all raw geometry properly assigned to the Default Layer 0


#9

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