Sketchup Blog - News and Notes from the Sketchup folks

Ahh, SketchUp in Paris…

Paris, Paris, Paris… what a wonderful city in the summer time.

And if you happen to find yourself there on June 21 and 22, come and join the SketchUp Heroes conference, where French SketchUp uber users will be presenting their projects to the public.

Even better, SketchUp Heroes is co-located with Maker Faire Paris, and we are giving away tickets visit the Faire. VoilĂ : great makers and great SketchUp modelers all in one place! For a chance to win a pair of tickets, just fill out a simple form here. We have a limited number of tickets, so we’ll be doling them out on a first-come, first-serve basis. We hope to see you there!

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Posted by Omar Soubra, on behalf of the SketchUp Team

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Wanted: A Graphic Designer for SketchUp

We're hiring! The SketchUp team needs an experienced graphic designer (with 3D modeling skills) to work on graphics for marketing, training, and some in-product applications.

You'd be designing trade show socks one day and website mocks the next—it's a pretty broad job description. The person we hire will be able to work without a lot of direction across just about all of SketchUp's teams:

  • Marketing needs data sheets, brochures, schwag (shirts, etc), and any number of other last-minute items.

  • Our Web team needs wireframes and paint mocks that will serve as the "blueprints" for our website.

  • Sales needs trade show booth banners and graphics.

  • Training needs help with online training tutorials and manuals (designing them, not authoring them).

  • Our Product team needs splash screens and fancy dialog boxes for every new version we release.

The job is about 20% print and 80% web. We work with Adobe's CS toolset a lot, but we try to use our own stuff (SketchUp and LayOut) as much as we possibly can. The position is full-time, it's located at SketchUp World Headquarters in Boulder, Colorado, and candidates must be legally allowed to work in the USA.

If you think you might like to be the next new member of the SketchUp team, please fill out this form. It's pretty straightforward, but there is an assignment: You must complete a special design project in order to be considered.

It's a standard one-page brochure for SketchUp Pro that we would hand out at an architecture-focused trade show. The design brief includes copy, models, images, logos, fonts and colors. The deadline for completing the assignment and filling out the form is 11:59 MST, Wednesday, June 18th.

After we've looked at everything that's submitted, we'll contact our favorite candidates and ask them to formally apply for the job on Trimble's hiring website. Good luck!

The SketchUp Marketing Team

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Performance-based design for the Hudson Yards Redevelopment Project

Two weeks ago, a few folks from SketchUp HQ traveled out to New York City for the first-ever PER/FORM live design competition. "Live" as in real-time, head-to-head SketchUp modeling. As far as we know, this was a first for a SketchUp competition, one that we were excited to see play out.

Organized and hosted by Sefaira at the Pratt Institute’s Manhattan campus, this unique event challenged designers to demonstrate that we don’t have to choose between high-performing buildings and beautiful design. By considering performance impacts during the earliest stages of design, architects and engineers can make information modeling choices that serve both the form and function of a building.

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Contestants hard at work in SketchUp and Sefaira for the PER/FORM live design competition. Photo: Stephanie Murano

Most of the competition’s contestants traveled to participate in the competition, coming from all over the U.S., as far away as Hawaii. Prior to the first round, Sefaira revealed that the proposed site for the day’s live design competition was actually the same Hudson Yards Redevelopment Project that contestants had worked on during the online round. The challenge for the day was to reimagine the site, just north of the High Line park, not as it is today but as it will be in 2018.



Contestants spent the first round working from scratch in SketchUp on the form of their proposed structures, taking into account the new, 2018 context buildings. The second round saw contestants focusing more closely on the feedback they were receiving from Sefaira for SketchUp’s real-time analysis engine. Using that feedback, they refined their structures’ siting, form, and glazing.

Design submissions from the three finalists

After receiving feedback from a learned panel of judges, the three finalists -- Andrew Herbst, John Campbell and Junrui Wang -- faced off in a final, live design round. In the end, Junrui Wang’s unconventional low-lying structure won the top prize, as it performed well in the Energy Use Intensity metric and integrated seamlessly with the High Line.

PER/FORM's three finalists (left to right): Andrew Herbst, Junrui Wang (winner), John Campbell. Photo: Stephanie Murano

Thanks to all the participants for their considerable efforts throughout the PER/FORM competition and to Sefaira for trying out this exciting new competition format.


Posted by Chris Cronin, on behalf of the SketchUp team

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Looking back on 3D Basecamp 2014

Two weeks ago, SketchUp enthusiasts, professionals, developers… heck, friends from across the globe gathered in snowy Vail, Colorado for 3D Basecamp 2014. What can we say? It was a blast.

3D Basecamp 2014: wish you were there!

After braving a major snowstorm on the drive to Vail, intrepid Basecampers jumped straight into morning training sessions to sharpen their SketchUp skills. The official festivities kicked off in the afternoon with our 3D Basecamp Welcome Address and Keynote. After our team at Trimble poked around SketchUp’s history and future, we introduced our first tablet product, the SketchUp Mobile Viewer for iPad (and then we orbited a Vermeer).

For our keynote, Nick Ierodiaconou -- co-founder and our good friend at WikiHouse and OpenDesk -- offered a fantastic keynote on the roles for open source and design in helping solve some big problems out there in the world. At SketchUp, we’re geeks for design thinking, and we’re inspired by the act of making. If you are too, you’re in for a real treat with Nick’s keynote:


After our general session, the real work of Basecamp commenced. Twenty presenters, over forty sessions exploring architectural visualization, construction documentation, the business of 3D printing, virtual reality, modeling for courtroom presentations or ancient history research, and so much more. It’s amazing what happens when great SketchUp minds come together. But don’t take our word for it: watch the presentations from 3D Basecamp 2014 on YouTube now*, and see for yourself.
*If you actually watch all our Basecamp videos, you may want to consider coming to the next event in person.

Basecamp 2014 featured over 40 presentations and workshops from some of the sharpest SketchUp modelers around. You can find many of the Basecamp 2014 presentations on YouTube.

Our Basecamp 2014 presenters were brilliant and incredibly generous with their knowledge. They’re also great pals who’ve been part of our SketchUp family for some time now. We also reconnected with old friends from SketchUcation, Smustard, and the SketchUp Sage -- it was great to see everyone, even if there was hardly enough time to catch up between sessions.

We met a lot of new friends in Vail too: Christina Eneroth from Sweden, who has dreamed some incredibly useful extensions. Our Twitter pals at PGAV Destinations, who design whale shark tanks for a living (Seriously?). The folks at Skalp, who are working on a delicious tool for supercharging SketchUp sections. And many, many more folks who shared their fascinating projects and modeling methods.

A meeting of the SketchUp minds at 3D Basecamp 2014

On Monday night, this cross section of the SketchUp universe collided at the Vail Cascade for our Basecamp party. We brought back SketchUp Pictionary (which may actually reinforce some bad modeling habits) and there was a significant photo booth line for the opportunity to take a Sophie selfie (now, definitively, a collectors’ item).

A friendly game of SketchUp Pictionary with a few hundred new friends. No pressure.

Basecampers managed the altitude (mostly) just fine, and after the party, we settled in for another two days of presentations, workshops, and great times. 3D Basecamp 2014 was one of our favorites yet, and you can bet it won’t be our last. If you’d like to keep tabs on when and where our next Basecamp will be, just add your name to the next 3D Basecamp Notification List. We’ll keep you in the loop, and hope to see you in the hot tub next time.


Posted by Mark Harrison, SketchUp Team
You can check out all of our photos from 3D Basecamp 2014 here. And all the Basecamp videos are here.
Thanks for hosting all our stuff, Internet!

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Point clouds, scanning, and SketchUp

Many of you have asked us: “How can scan data be used in SketchUp?” We care a lot about usability, so the notion of importing 500 million points into SketchUp often makes us twitch. Recently, though, we spotted an opportunity to update an existing Trimble tool and allow scan data to be leveraged in SketchUp without overloading or overcomplicating your models.

With that, I am pleased to announce the Trimble Scan Explorer Extension. Using this tool in SketchUp Pro, you can now import scan data from Trimble RealWorks projects as references for building 3D models.

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Introducing the Trimble Scan Explorer Extension for SketchUp: a tool for using scan data from Trimble RealWorks as a reference for accurate 3D modeling.

This extension starts by visualizing point clouds as lightweight images created from the original scans. You can rotate and zoom around the scan, and use simple tools to easily specify points, lines, edges and walls. These entities then appear directly in SketchUp in various ways.

Without any context in SketchUp for extracted points and edges, scan data imported straight into SketchUp would be pretty challenging to work with. To help you see where you are working in the point cloud, this extension includes an easy-to-use edge extraction tool that provides the important cues you need for modeling building space. This tool brings edges into SketchUp as guides -- think of these as “edge clouds” that you can use as the basis for accurate modeling.

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One click provides the shell of the structure.

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If you need more of the detail, use the rectangle or polygon selection tools to extract more “edge clouds” from a portion of the scan.

Scan data is very accurate. Maybe too accurate for effective modeling. The trick is that scanning technology captures the bumps and curves in real world surfaces. If you tried to extract the edges directly from this kind of data, they would not produce good planes for efficient modeling in SketchUp.

Using the Trimble Scan Explorer, you can constrain the extraction of edges and surfaces vertically and horizontally to ensure you can model from them in SketchUp. Fields for entering your Edge, Geometric, and Snapping Constraints are provided, to allow you to get the results that you expect from these automated routines. For example, If you have a tilted surface that doesn’t align with the axes, you can turn off the constraints to extract the edges of the surface, independent of its orientation relative to the axes.

Another tool that provides quick results in SketchUp is the two-point wall selection tool. Simply click on two points on a wall you’d like to display in SketchUp, and presto!, the wall is imported as a SketchUp component. You can sequentially click your way around the room to model all of the walls this way; and if you like, automatically add the ceiling and floor. An option to close the walls further reduces the number of steps needed to model a simple room.

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Wall components created from selectively referenced point cloud data using the Trimble Scan Explorer Extension

If you’d rather model your walls from selected guide points, the extension provides point and line picking tools that allow you to select the exact elements in the scan you’d like to use in your model. For instance, the automated corner extraction tool uses the intersection of planes in the scan data to identify room corners. You simply draw a box around a corner to extract the exact corner of interest. It works with interior, exterior, and oblique corners, and might just be the most useful tool in this powerful extension.

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The extension can be used to extract corner points from scans manually or automatically. You pull a rectangle around the corner of interest and a point is created at the plane intersection.

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Charles Haertling’s 1969 “Boulder Eye Clinic”: scanned and represented in the Trimble Scan Explorer Extension

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The Boulder Eye Clinic with SketchUp guidelines extracted from Scan data: the curved edges posed a challenge, but a large amount of detail was obtained quickly as contextual guide lines for accurate modeling


Posted by Richard Hassler, Hardware Product Manager

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A Ruby Debugger for SketchUp 2014

As most SketchUp Ruby extension developers would agree, debugging has always been a bit of a pain. In the past, there have been a few community projects that added debuggers to SketchUp, but these were often difficult to set up and some were abandoned over time. The rest of the Ruby community enjoys debugging with Integrated Development Environments (IDE) such as RubyMine, NetBeans and Aptana RadRails. All of these generally rely on various gems to be installed for remote debugging. Getting these gems to work within SketchUp’s embedded Ruby is usually non-trivial.

This week, we’re taking a small step towards making debugging for SketchUp extensions a bit easier. At 3D Basecamp 2014, we’ve announced an open source Ruby debugger framework. You’ll find the source code for this project hosted under our GitHub account:

https://github.com/SketchUp/sketchup-ruby-debugger

We currently support Windows only but you can expect Mac support soon. Setting it up is easy:
Simply grab SURubyDebugger.dll from GitHub and copy it into your SketchUp installation directory: C:\Program Files (x86)\SketchUp\SketchUp 2014
Launch SketchUp with the following command line arguments:
SketchUp.exe -rdebug "ide port=1234"
The port should match the remote debugger port setting configured in the IDE.
SketchUp will start up and appear to be frozen. It is waiting for the debugger to show up.
Launch remote debugging in the IDE, SketchUp should continue running. You should see breakpoints hit when Ruby code execution reaches the specified lines.

If you are unfamiliar with installing and configuring the IDEs, we’ve posted some step-by-step instructions in the GitHub repository wiki.

We still have a few TODOs (such as multi-thread debugging, breakpoint conditions and exception breakpoints), so if you are versed in Ruby’s C API, please contribute to the project.

Happy debugging!


Posted by Bugra Barin, Software Engineer

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Oh hai, SketchUp Mobile Viewer!

As designers, makers, builders, artists, teachers, students, and all around 3D troubadours, we're passionate about our ideas, and even more so about seeing them take shape. If you're reading this, chances are that either you or someone you know is as obsessed about SketchUp as we are. And you know how that obsession can penetrate every corner of your life. Sometimes, the only compulsion greater than push-pulling your ideas to life, is the desire to show off your brilliantly creative work, on any and every device you can get your hands on.

Up until now, one aspect of (most of) our lives has been sadly neglected by SketchUp's addictive lure. That deliciously curvy piece of brightly lit glass you call your iPad (maybe you call it something else, but lest we digress...).

Today, we're incredibly excited to announce all that changes. As 3D Basecamp kicks off in Vail, we’re also welcoming the SketchUp Mobile Viewer for iPad to our product family.

We’ll be telling you all about our new tablet viewer in this blog post, but we’re guessing that some of you might already just want to go buy the thing. You folks can find the SketchUp Mobile Viewer here on the iTunes App Store.

Say hello to the new SketchUp Mobile Viewer for iPad

The SketchUp Mobile Viewer app lets you explore, and present SketchUp models on your iPad. The app’s touch interface provides navigation controls for Orbit, Pan, and Zoom, allowing you to swipe and pinch your way to 3D nirvana. And you’ll notice that models are rendered with certain Style settings based on your Last Saved View, including the Sky, Ground, and Background color, as well as Face settings.

Model Viewer screen with the Cameras list open

Additional navigation controls include a Zoom Extents tool, and a Cameras list that gives you access to SketchUp’s standard camera views (Top, Front, Left, etc) along with any camera positions that were saved as Scenes in your model.

After starting up the app and logging in to your 3D Warehouse account, you’ll find your public and private 3D Warehouse models displayed on the home screen. From there, you have the option to view your models and/or download them for offline use.

The SketchUp Mobile Viewer also lets you search and browse the entire public 3D Warehouse, meaning you can explore the millions of glorious creations available in what we consider to be biggest and best repository of 3D models out there. After clicking a search result, the app’s detailed view provides a high resolution thumbnail along with key model details like title & description, author name, and file size.

Detailed search results: get a better look before opening a model in 3D or downloading it

We’re incredibly excited to make this app available to SketchUp and 3D Warehouse users, and even more excited about what’s in store for future versions. (Hold tight, Android folks!) We hope to bring even more of the SketchUp model viewing capabilities you’ve come to know and love to the SketchUp Mobile Viewer, and to expand the ways that folks present, share, and collaborate on the tablet platform. That’s where you come in: let us know what you think of the SketchUp Mobile Viewer. We’re always listening for ways to improve our products, to make them the tools you’ll want to use. So thanks for your feedback, and happy orbiting!


Posted by Mike Tadros, Product Manager

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Extension Warehouse serves up one million downloads

Four words: One. Million. Downloads. ShaBoom!

This week, we are pleased to share that over the past 10 months, SketchUp users have downloaded 1 million extensions from Extension Warehouse, our online repository of add-on tools.

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Extension Warehouse launched last May. Since then, over 50 developers have contributed 245 extensions. Our extensibility team has carefully reviewed each extension for quality, both initially and whenever a developer uploads a new release. New extensions and upgrades are being submitted daily. The range and quality of these tools are simply amazing. Without a doubt, these extensions make SketchUp even more useful, versatile, and fun.

In addition, the SketchUp Ruby API received a major upgrade to version 2.0 in SketchUp 2014. This update was a much needed improvement, but the downside was that many existing extensions were not necessarily compatible with the latest version of SketchUp. Thankfully, we’ve see the SketchUp developer community rise to the occasion like a rocket ship. Today, over 70% of extensions are compatible with SU 2014.

Extension Warehouse has also played a role in the creation or distribution of several open source projects, including the SketchUp STL extension, Shapes, WikiHouse and Developer Tools. Anyone is free to contribute to our open source projects on github.

If you haven’t installed an extension recently, we'd encourage you to spend some time browsing Extension Warehouse inside SketchUp (Window > Extension Warehouse). Whether you are looking for a productivity boosting utility or a full blown rendering application, there really is something for everyone. Also, many folks don’t realize that the Extension Warehouse is one of the best ways to manage an extension library. If you ever need to quickly update, migrate, or re-install all your extensions, log-in from to Extension Warehouse inside SketchUp and check out the great features on the “My Extensions” page.

We would like to extend (pun intended) a huge “Thank You!” to all the extension developers and loyal users who have helped us reach this one million downloads milestone. The first year of Extension Warehouse is shaping up to be a great one, and we have big plans to make year two even better. Stay tuned!


Posted by Bryce Stout, Extensibility Product Manager

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Announcing the Maker Faire Design Challenge

In the past year or so, we’ve noticed several major publications attempting to interpret the “maker movement” through its sociological, economic, and technological implications. For us, it’s still pretty simple: making things is fun, especially when you do it with friends.

This is, really, why we go to Maker Faires. We love building stuff and learning from other makers. So, looking forward to this year’s Maker Faire Bay Area, we’d like to try something new: a collaborative project with the maker community that hacks the greater Maker Faire experience.

Together with the team at MAKE and ShopBot Tools, we’ve cooked up the Maker Faire Design Challenge, a competition to design and fabricate the information kiosk that helps visitors navigate Maker Faire. If your design wins, we’ll work with you and build your project together at Maker Faire Bay Area in May. When the show closes down, your project will join Maker Faire’s event quiver, and the open-sourced design will be shared with Maker Faires worldwide.


The Maker Faire Design Challenge: your chance to hack the festival of hacking.

You’ll find all the details about the competition on Makezine.com, but since you’ve already cozied up to the SketchUpdate, here’s a bit more about how it works:

The design challenge: create an information and wayfinding kiosk that improves the experience of people finding their way around Maker Faire Bay Area (a pretty expansive event). You can enter by filling out this form and including a link to your SketchUp model on 3D Warehouse. And because this is an open-source competition, we’ll curate the best designs and share them with the broader maker community in our open 3D Warehouse collection.

One of our goals for this project is to improve the Maker Faire experience in a sustainable way, so you’ll want to pay close attention to the Challenge Guidelines. We’re looking for a project that’s simple, useful, economical, buildable, reusable, and (for sure) fun. Oh, and it should be made primarily out of CNC’d plywood. For inspiration see: Shelter 2.0, WikiHouse, AtFab, and beyond. Have questions about what makes for a good design? Drop a comment into this forum thread.

On April 21st, we’ll announce the design challenge winner, and here’s where the fun starts: Together with editors from MAKE, the SketchUp team, and our friends at ShopBot, we’ll work together to prep your project for fabrication and then build it with you at Maker Faire Bay Area. Then, we’ll fly you out to Maker Faire Bay Area, and we’ll all get our hands dirty building the thing. So, read-up on the Challenge Guidelines (a design brief, if you will) and show us what you’ve got. We can’t wait to see what you come up with!


Posted by Mark Harrison, SketchUp Team

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PER/FORM: a live performance-based design competition with SketchUp and Sefaira

A few weeks ago, we blogged about how information modeling works in SketchUp. A data-rich .skp can pull off some complex feats, but we prefer to think about an information model as a simple relationship: graphical geometry with any kind of data associated.

With no data, the model is only a design (and maybe a very good one). Without the model, the data is, perhaps, only a math problem (and maybe a pretty smart one). Put them together, and you have the basis for one incredibly powerful output of information modeling: performance-based design.

Architects who practice performance-based design are often trying to measure, adhere to, or optimize building performance: the measurable index of a building’s energy efficiency or operational cost.

The folks at Sefaira are pretty keen on this idea. Their plugin -- Sefaira for SketchUp -- helps architects make decisions that optimize building performance while designing in SketchUp. So now imagine understanding how early-stage conceptual (or practical) choices might affect a building’s ability to retain or dissipate heat throughout the day. We think this is a powerful way to think about design, so together with Sefaira (and some other friends), we’re hosting a competition focused on performance-based design. We call it PER/FORM.

PER/FORM: a live performance-based design competition

You can learn all about the PER/FORM competition on this site, but here are the basics: After an April 2nd registration deadline*, the competition starts with a design brief and three weeks of access to Sefaira for SketchUp. You’ll also have support from the Sefaira team so that you can learn the ins and outs of performance-based building design.

We’ll select 30 winners from the online round, and -- here’s the kicker -- those finalists will have the opportunity to compete live in the final round at the Pratt Institute's Manhattan campus on May 17th. That’s right: this is going to be a real-deal, big city SketchUp shootout.

The top three designers will take home cash prizes, and the winner will see his or her design featured in Metropolis Magazine. What’s that? You don’t have much experience with energy or information modeling? Well, three weeks of free access to a SketchUp energy modeling plugin sounds like a good place to start, right?



*We’re sorry to say that this competition is only open to U.S. and Canada participants. Stay tuned for future contests that don’t have this restriction.

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SketchUp 2014 is here

If you poke around SketchUp.com today, you’ll notice a few things are different. For one, a new version of SketchUp is available for download in ten languages. You’ll also find that we’ve completely rebuilt 3D Warehouse, our online repository for the millions of models shared by SketchUp users worldwide. SketchUp 2014 is here, and there’s quite a bit to explore.

A new look for 3D Warehouse

Every day, 7,000 people search for a “sofa” on 3D Warehouse, and then find around 10,000 sofa models to choose from. That is an incredible amount of choice -- probably the most you’ll find on the web. Today, we’re giving the millions of models in 3D Warehouse a facelift at 3dwarehouse.sketchup.com. As you poke around the new 3D Warehouse, you may notice that you can now navigate 3D models on the web as you do in SketchUp (using a WebGL enabled browser). Have a look for yourself:


Look, ma: I’m orbiting with no client plugin! (WebGL browser required). Little Cabaña by Spykman Design.

Bringing a SketchUp viewer to the web is a big deal to us. We spent a lot of time tuning our WebGL Viewer so that your models operate smoothly and retain their SketchUp feel. We’re also thrilled that SketchUp users can now share orbitable 3D projects (in full screen, if you like) on their own webpages using the 3D Warehouse embed gadget.

Want to share your 3D models on the web? The 3D Warehouse embed gadget has you covered.

As you read this, our 3D Warehouse render robots are churning through tens of thousands of models a day, converting raw .skp files into a 3D streaming format dialed for SketchUp models. In the meantime, any newly uploaded models published to 3D Warehouse will render after just a few minutes, so you can start orbiting your new models pronto.

While this new Viewer turns any webpage into a 3D stage, we also wanted to point a spotlight on the most useful models in 3D Warehouse. So, working with product manufacturers, we’ve started curating the highest quality collections of real world models into their own category: Product Catalogs. Now, when you need a particular faucet, sliding door, window arrangement, or office chair, 3D Warehouse helps you choose a component that can actually be specified.

There’s quite a bit more to discover in the new 3D Warehouse -- new upload options, increased file size limits, a refreshed UI -- you can learn more about it all here.


A closer look at information modeling

In a world of ever-evolving CAD acronyms, people often ask “Is SketchUp Pro BIM?

BIM is short for building information modeling, and the fact is, we’ve always considered SketchUp Pro to be a highly capable and inclusive information modeler. But what does that mean?

As we see it, the foundation of information modeling is an association between information of any kind and the graphical geometry in a model. And SketchUp’s core tools -- groups, components, the Ruby API -- have always enabled users to make this association and use the data embedded in models. BIM professionals may use information models for clash detection and quantity takeoffs; woodworkers may use them for joinery design and cut lists. In fact, a quick scan of Extension Warehouse shows that SketchUp users have been modeling, specifying, scheduling, analyzing, and reporting with information for some time now.

Building on this open and flexible information modeling capability, SketchUp Pro 2014 includes a feature called Classifier that lets you tag objects with standard classifications or types. We’ve preloaded this release with IFC 2x3 classifications (a standard for building information modelers), but you’re free to use any classification system you want. If you’re wondering if this tool is for you, we’d encourage you to learn more about it here.

A duct segment by any other name...

And because data embedded in information models is often used by other software programs (especially in BIM), we’re adding the IFC file type, another BIM standard, to our roster of supported exports. So go ahead, try out your BI in any M you like.


But wait, there's more...

Of course, the best way to explore SketchUp 2014 is to try it out yourself. The team working on LayOut delivered on one of our top documentation requests with a feature we call Auto-Text; we’ve also made some important tweaks to the the core SketchUp modeler; and our API has been updated to Ruby 2.0 standards. If you’ve purchased SketchUp Pro 2013, you’re already qualified for a free upgrade to this latest version. And if you use SketchUp Make, go ahead and update here for free.


Posted by Mark Harrison, on behalf of the SketchUp Team

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Information Modeling in SketchUp

When SketchUp was invented more than a dozen years ago, our team envisioned a tool which was simple to learn and simple to use, but powerful and capable of building complex models of all kinds of real world things. SketchUp, we dreamed, would be a tool which made designing, building and operating things easier, faster and more efficient. Maybe, even, more fun.


Make simple shapes, turn simple shapes into complex shapes. Make groups and components to organize the geometry and information in your model. It's the SketchUp Way.

The key to that dream was an arsenal of simple and direct modeling tools coupled with a plastically flexible and ‘sticky’ geometry model. Editing a model should be as simple as touching a face and pushing and pulling it into shape. The SketchUp Way was born.

Almost. The wonderfully creative pure plasticity of SketchUp modeling could really become a problem when models progressed beyond a basic level of detail. SketchUp also needed a way to build complexity up from the bottom, a way to make assemblies of component objects. Enter “Components.”

Components have become the best-used and most essential model organizing principle in every expert SketchUp users’ toolkit. Not only do components isolate geometry to keep it all from sticking together, but they give a simple way to think of a model as being composed of individual objects. Objects which represent something real.

Over the years, we’ve extended Components more than any other single feature in SketchUp. We’ve added tools to slice them, dice them, add parameters and configure them. We’ve built a huge 3D Warehouse full of them, free for you to use as you see fit. We’ve added features to help you count them, analyze them and add any kind of data you can imagine to them. And our developer partners have extended them even more- there are more than 80 extensions in the Extension Warehouse that depend on some aspect of components to do the magic that they do.

One thing we’ve noticed, though, is that all this great information and advanced capability that folks are adding to their models with components remains largely isolated inside their SketchUp models. What was missing (until now) was a way to add additional information to the model in some standardized way that would make it possible to share, analyze and extend it outside of SketchUp.

And so in SketchUp 2014 we’re introducing an open system of “Classification” that lets you build models made of components (make ‘em yourself or add them from 3D Warehouse) that contain information in a structured way. Actually, in any structured way that you want. Want to adopt an open standard? We’ve got you covered. Or maybe you’d rather go your own way? Works for us, too. We’re calling this simple combination of components and structured data “information modeling” and we think you’re going to use it a lot.

Classify groups and components and you'll find that their types auto-populate into labels and LayOut callouts (just like group and component names. Export an .skp (or an .ifc) and send your classifications along with the rest of your model.

The most important thing about SketchUp’s information modeling is that it offers you an unrestricted way to represent not just what a design looks like but also more of what it actually is. And you can do it without giving up the fast, fluid and ‘free’ modeling behavior that you fell in love with about SketchUp in the first place.

To prove that this system works, we’ve built a special workflow around IFC— an open classification system for folks who are doing BIM in the construction industry. You can classify components in your models with IFC types, assign and edit relevant attributes to those components and then export the resulting models into the IFC format for use in other BIM tools.

But don’t stop at IFC. In SketchUp 2014, you’re free to use any published schema to classify components in your models. Interested in COBie? Import the official COBie schema from BuildingSmart. Or maybe you’re more interested in something like gbxml for green building, or CityGML for urban simulation. Or, you might just want to make your own classification system. We’ve got you covered however you want to work.

Simple, open, easy… but powerful. Now that’s the SketchUp Way.


Posted by John Bacus, SketchUp Product Management Director

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Upgrading to SketchUp Pro 2014

As you may know, SketchUp Pro 2014 has been released. So now you may be asking, “how do I get SketchUp Pro 2014 up and running on my computer?” Excellent question. The answer is, “Well, it depends on whether...

… you have a SketchUp Pro 2013 license
If you have a SketchUp Pro 2013 license, guess what? You’re getting SketchUp Pro 2014 for free! As you may recall, last year we launched our first Maintenance & Support plan which includes major upgrades when they became available, just like SketchUp Pro 2014. If you purchased direct from the SketchUp team or online store, you should have received an email* with your 2014 license information and additional details on how to get 2014 running on your computer. Since this is a new major version of SketchUp Pro, it needs to be downloaded, installed, and licensed. Repeat it with me: download, install, license. Very nice, also very easy. If you haven’t received an email from us check your Spam folder, and if it’s still not there, check out our License Wizard which will send you all the information you need.

*Note: If you purchased your license from an authorized SketchUp Pro reseller, please contact that reseller directly to get your new license. If you’re not sure who that is, you can look up your reseller contact here.

Since the time between SketchUp Pro 2013 and SketchUp Pro 2014 was less than a year, all SketchUp Pro 2013 customers will receive a free upgrade to 2014. Remember, however, that the Maintenance & Support plan is good for one year. Don’t worry -- we’ll send you a friendly reminder on how to renew the plan, so that you can stay up-to-date with all the latest and greatest that SketchUp has to offer in the year(s) to come.


… you have a SketchUp Pro 8 or older license
If you missed our post on how SketchUp Pro Upgrades work these days, no worries. Basically, if you’d like to upgrade your license to work with SketchUp Pro 2014, you’ll need to enroll in our Maintenance & Support plan via the License Wizard. You’ll need your most recent license info, which you can look up yourself, or if you’re having problems finding it, you can request a copy.

At this time, a single-user license costs $95 to get on the Maintenance & Support plan, and network licenses cost $150 per seat. Enrolling gives you a perpetual SketchUp Pro 2014 license and one year of major version upgrades, maintenance, and support. Once you’re on the Maintenance & Support plan, you’ll receive an email with your 2014 license information, a link to download SketchUp Pro 2014, and your unique support code.

We’re super excited about SketchUp Pro 2014 and all that it has to offer. And of course, we’d love to hear from you, too! Visit the SketchUp Help Forum to join the conversation.


Posted by Tommy Acierno on behalf of the SketchUp team

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Psst… we’re tinkering with our 3D robots

You may have noticed a few changes on SketchUp.com today. Millions of people use SketchUp and the 3D Warehouse, so when we make changes we like to make sure that all our bolts are fastened tight. At the moment, we’re tinkering with our 3D robots and lubricating the orbit tool.

Check back soon for an update on what’s new...


Posted by Mark Harrison, on behalf of the SketchUp team

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New Book: SketchUp to LayOut

Take it from me—book writin' ain't easy. Matt Donley has done the SketchUp-using world a huge favor: his SketchUp to LayOut is an easy-to-follow, easy-to-afford e-book that should fit right between the other LayOut tomes on your bookshelf.

My own For Dummies book devotes two chapters to LayOut, which is an acceptable introduction, but which is by no means comprehensive. Michael Brightman's The SketchUp Workflow for Architecture and Paul Lee's Construction Documents using SketchUp Pro and LayOut are both aimed at professionals who want to produce complete construction documents without using other CAD software. Matt's book is the missing link. Whereas other LayOut books have addressed only architects, Matt wisely includes examples for three markets: architects, woodworkers and designers who work on kitchens and bathrooms. Smart.

SketchUp to LayOut starts with a guided tour that does a great job of welcoming folks who have never seen the software before. Very quickly, though, Matt jumps in with both feet, shining a light on the connection between SketchUp and LayOut by focusing on model viewports. As LayOut's raisons d'etre, viewports are all-important, but very few people have mastered them. This book does a great job of rectifying the situation.

Matt Donley is the man behind MasterSketchUp.com. He launched the book last week with a webinar watched by almost 500 people; you can catch the free video recording on the publication’s website. He's selling the e-book itself for $39, but you can buy it with a bundle of useful hatches, textures, styles, templates and other resources for $67. Paying $99 gives you access to a library of video tutorials that Matt is planning to create over the next few months. I can’t wait to watch them.

Congratulations, Matt. See you at 3D Basecamp!


Posted by Aidan Chopra, SketchUp Evangelist

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Join us in Vail for SketchUp 3D Basecamp 2014

A group of whales is called a pod. When lions congregate, they're a pride. Get several crows together and you've got a murder. So what's the proper term for an assembly of SketchUppers? A Basecamp, of course. And the next one is only about four months away.

SketchUp 3D Basecamp 2014 will take place April 14th, 15th, and 16th in the scenic mountain village of Vail, Colorado. Hundreds of the world's most dedicated modelers will spend three days teaching, inspiring, and entertaining one another. Some will ski; others will ride; many will simply sit in front of the fire and drink toasts in celebration of gathering with others of their own kind. Education and affirmation all in one.

Sound good? If you're reading this, there's a good chance it does. Registration for 3D Basecamp 2014 is now officially open, so there's nothing standing between you and the best mid-April of your life. Visit the event website to get all your questions answered, or go straight to the Registration page to claim your spot. See you in Vail!


Posted by Aidan Chopra, SketchUp Evangelist

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Modeling a laser-cut Halloween costume for my son

October is the time of year that all of my creative energy is focused into a single, solitary purpose: the design and making of an unreasonably complicated Halloween costume for my son. This year, I was determined to reflect his outsized interest in aviation by building him his very own airplane. Something with an open cockpit. Something with a propeller. Something vintage. I started by touring the 3D Warehouse, collecting models of airplanes that might be good candidates. I settled on a WWII-era F4F-4 U.S. Navy fighter because I liked its shape, and because the model I found (by D.James) was beautifully executed.

 I found this Grumman F4F-4 on the 3D Warehouse. It was modeled by D.James.

Opening it in SketchUp, I began the process of simplifying the plane down to its most basic forms by hiding or deleting stuff I didn't need. The landing gear and propeller went. So did the wire-looking thing (I'm not much of an engineering buff) that connected the tail to the cockpit canopy. Eventually, I grouped the remaining bits of airplane together and put them on a single layer that I called "Reference."

The first step was to strip away the details that I didn’t think I’d need.

Next, I set about creating a brand-new model of the fuselage and tail by using the Circle, Push/Pull and Scale tools to create a form that (more or less) matched the existing model. I worked right on top, using the original geometry as a snapping guide for the new. This didn't take as long as you'd think, and it resulted in a simple form that I could easily manipulate later on. For the wings and stabilizers (the smaller wings on either side of the tail) I traced basic, flat shapes; I knew I wouldn't end up making them aerodynamically correct, so I didn't bother giving them a realistic thickness. It is, after all, illegal for a two-year-old to pilot aircraft in the state of Colorado.

D.James’ model is very complex, so I made myself a simpler version (grey) by modeling directly over the original (blue). The wings and the horizontal stabilizers are just flat faces.

Not being able to find a decent model of a small child anywhere online, I used a toddler-sized cylinder as a scale reference as I scaled down the entire vehicle to fit him. "Rough" doesn't begin to describe the level of accuracy I employed at this stage of the engineering process; I basically held a ruler next to his waist and decided that he could squeeze into a ten inch tube. I did NOT at any time actually squeeze him into a ten inch tube. Mostly because I didn't have one handy.

At this point, I set about changing the proportions to increase the airplane's overall level of adorableness. To do this, I grouped together the body, wings and tail bits, made a copy off to the side, and used the Scale tool to stretch and squish the whole thing.

Starting with a squashed cylinder to represent a toddler, I used the Move tool to change the proportions of the airplane until it looked wearable.

At this point, I'd pretty much decided that the airplane would be made out of laser-cut cardboard (more on that later), so I continued modeling with the assumption that the wings and stabilizers would be 2D shapes, and the body would be a more organic, 3D form. This part of the process was the most time-consuming and fiddly—it was just a matter of tweaking the shape of each element until I was happy with the overall proportions of the plane.

The intermediate state of the airplane is actually very basic.

As I settled on a material and construction method, I spent a lot of time on the website of a New Zealand and US-based company called Ponoko. They offer laser-cutting and 3D printing services, and their material selection is terrific. Ponoko has also been a good friend of SketchUp since they launched several years ago. Frankly, I'd been waiting for an excuse to try them out; their offering seemed really slick.

Before I could go any further on the airplane project, I needed to know more about the material I'd be using: its precise thickness, what sheet sizes are available, and its cost. Weight and budget were my major concerns, so I settled on double-layer corrugated cardboard with a thickness of 0.264 inches (6.7mm) and a maximum sheet size of 31.1 x 15.1 inches (790mm x 384mm). Sheets that size cost $3.50 apiece, which is cheap, plus file setup and cutting, which is decidedly less so. When I uploaded a test file to Ponoko to see what this undertaking might cost, the average price per sheet of cut parts was about $25.00. I figured I'd need about ten. This was turning out to be a very expensive cardboard airplane.

The double-layer corrugated cardboard page on Ponoko’s website. Make note of the material thickness for accurate modeling.

Back in SketchUp, I set about figuring out how to build the project out of interconnected, flat pieces. I started with the easy parts: the horizontal section of the body, which included the wings, and the vertical section, which included the tail. These two components were the structural parts of the plane, so I made them out of three layers of cardboard, laminated together for stiffness and durability.

The horizontal fuselage sheets (which include the wings) provide the airplane’s back-to-front structural strength. The vertical pieces are necessary for forming the nose and tail.

To design the rest of the plane's pieces, I copied the 2D profiles that made up the fuselage, made them into faces, and extruded them to the same thickness as the cardboard. Each piece was an individual group at this point; I didn't bother making named components until I was further along.

The ellipsoid “fins” that march down the length of the airplane are the key to defining the fuselage’s sleek, rounded shape.

Next, I used the maximum sheet size for the cardboard to figure out which parts would need to be subdivided and re-assembled after they'd been cut. This task was made a bit simpler by the fact that the biggest pieces of the plane—the horizontal and vertical "slabs" I'd started with—were each made up of three thicknesses of material. I just figured out a design that would hide the seams on the outside, visible layers, while allowing the middle layer pieces to overlap enough to form a strong sandwich when I glued everything together.

Parts which would ideally have been cut from a single sheet of cardboard had to be broken up into smaller pieces due to the small maximum sheet size for that material. These were then sandwiched together with glue. The resulting triple-layer laminates ended up being very stiff.

One of the last steps in the design process was to design the slots that would allow all (or at least most) of the pieces to interlock together. Figuring that the kerf (the width of the cut made by the laser) would be very small in this material, I decided to make the slots exactly as wide as the material thickness. This part was actually kind of fun—it's the closest I've ever come to modeling a 3D puzzle.

There are lots of ways to cut slots in the pieces; I used the Line and Push/Pull tools in combination with the Copy and Paste in Place commands.

At this point, I began the delicate process of converting my groups into components; piece by piece, I exploded each group and then immediately made it into a component with a meaningful name. Where I had a pair of identical, flipped parts (this was actually the majority of the airplane), I made sure both were instances of the same component. The airplane is made out of 58 individual parts, but only 32 unique components.

Because the airplane is so symmetrical, most of the parts are flipped and duplicated component instances.

Just for fun, and because I knew it would look really cool, I copied the plane onto a duplicate layer, and used the Move tool to arrange the parts as though they'd been exploded out from the object's center.

All of the airplane’s parts, exploded outward for visibility.

To have something laser cut by Ponoko, you give them a vector file (EPS or SVG) with all of the parts laid out flat. They provide Adobe Illustrator templates for all three of their standard sheet sizes, which makes things a bit easier. In order to go from a 3D, assembled object in SketchUp to a series of 2D cutting files in Illustrator, I needed to disassemble the plane piece by piece. Figuring that it would be easiest to have the assembled and flat versions adjacent to each other, I made a copy of the airplane off to the side and proceeded to take the copy apart with the Move tool. I used the Move tool's rotation grips (and occasionally the Rotate tool) to spin pieces around so they lay flat.

I made sure not to forget any pieces by literally taking apart an assembled copy of the airplane, laying the parts flat on the ground as I proceeded.

Almost there. I drew a rectangle that matched the sheet size of the cardboard, turned it into component, and made a dozen copies. Then I went through the laborious process of figuring out how to lay out all of the airplane pieces in an efficient way. Having done some experimentation on Ponoko's website, I'd discovered that it's significantly cheaper to produce two copies of the same cutting file than it is to make two different sheets. Good thing, because it turns out that most of my airplane parts are symmetrical; they're mirrored copies that exist in pairs. To take advantage of this, I arranged all of the symmetrical pieces on five sheets and produced two copies of each; all of the "singles" fit on only two more. In total, I had twelve sheets of parts.

The grey rectangles represent 31” x 15” sheets of cardboard. Notice that there are five pairs of identical parts sheets, plus only two unique sheets (in the upper left corner). This significantly reduced the laser cutting costs.

Digging around on Ponoko's website a little more, I discovered a mention of something called "nodes" which help to keep slot-assembled parts from wobbling and falling apart. Basically, it involves adding rounded bumps to the slots in your pieces. The size, position, and number of nodes depends on your material and its thickness, and the website didn't provide any specific tips for my double-layered corrugated cardboard, so I made an informed guess and crossed my fingers: I settled on a node height of 1/16th of an inch, which, multiplied by two, represented about a quarter of the 0.264" thickness of the sheet. That's a lot, but I figured that cardboard is a pretty compactible material. I was lucky; the nodes ended up working perfectly.

Nodes help to keep the parts snug when the final object is assembled.

One at a time, I copied each sheet to a new SketchUp file, set my camera to a top, parallel projection view, applied a simple, white Style with no profiles edges or other effects, did a Zoom Extents, and exported a PDF at 1:1 scale. Then I opened each PDF in Illustrator, copied just the parts, and pasted them on a new layer in the template provided by Ponoko. I went through this process a total of seven times—once for each unique sheet I'd be sending them.

The sheets are exported out of SketchUp Pro as 1:1 scale PDF files. These are then opened in a vector illustration program like Adobe Illustrator or Inkscape.

In order for Ponoko to convert an Illustrator EPS (their required upload format) into whatever file they send to their laser cutters, you need to make sure all of the edges in your drawings are colored and sized correctly. Blue lines tell the laser to cut, whereas red lines are used for engraving. Just follow the instructions on the template and you'll be okay.

After uploading my files, putting in all my credit card details, finalizing the order, corresponding a few times with the friendly staff at Ponoko, and waiting a couple of weeks, a box arrived at my house. I opened it up and was nearly knocked over by the smell of laser-cut cardboard. It's an odd odor; not terrible, but definitely not pleasant. I quarantined the pieces in the spare bedroom and went to work punching everything out.

The accuracy of the cutting was astounding. I've never laser cut anything; I expected the pieces to look good, but the quality of what I got made me alternate between grinning and literally giggling. For a person who spent hundreds of hours in architecture school hacking away at cardboard, foam core, basswood and plexiglass with an X-Acto knife, the extravagant expense of laser cutting instantly justified itself. I was hooked.

I couldn’t believe the quality of the laser-cut parts that arrived on my doorstep.

It took longer to peel the paper backing off of the individual parts than it did to assemble the actual airplane (not counting the time it took for the glue to dry completely). With only a couple of exceptions, the parts slotted together exactly the way I'd designed them to. It was the most gratifying thing I've made in years.

It took me only a couple of hours to put the airplane together. The next version will have less glue—that was the most time-consuming part of the process.

As a devout follower of the Church of Making Things Overcomplicated, I decided early on that the airplane should have a custom-designed instrument cluster. And a steering wheel. And a working, motorized propeller. This is already a monster blog post, so I'll end the description of my process here. To conclude, a few photos of the end result.

The final result weighs somewhere between five and six pounds, but that includes the steering wheel, the propeller motor, and four AA batteries. My son (who’s two-and-a-half) had no trouble wearing it.

 I designed the instrument cluster entirely in LayOut, using layers of translucent details to simulate reflections, highlights and shadows.


Posted by Aidan Chopra, SketchUp Evangelist

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