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Latest Threads |
Owl with spread wings
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Modulex parts
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80503pb01 lute instrument...
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Parts we are Working on -...
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Same set, different sheet...
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71613/30346c01 too high?!
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5724pr0001 Bubble Canopy ...
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Friends 2014
Forum: Official Models
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LDCAD about Add custom p...
Forum: LDraw Editors and Viewers
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Hi-res logo primitives
Forum: Official File Specifications/Standards
Last Post: Jens Brühl
2025-07-10, 20:40
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Part Request: Minifigure hairstyles |
Posted by: Pearl - 2022-08-04, 21:54 - Forum: Part Requests
- No Replies
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Hello everyone! I'm new to the world of digital Lego and so far i'm loving it!
I found this hairstyle on bricklink and have literally been searching for hours trying to find a digital version. If someone could create this for me I would really appreciate it!
The part ID is 68520.
This is the redbrickable link as well.
Thanks so much!
P.S. Additionally these pieces would also be great as well, but the pigtail hair is the priority:
- 29435
- 28628apb02
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[LDPE] 1.8.61 Released (mixed-mode tori) |
Posted by: Nils Schmidt - 2022-08-03, 17:34 - Forum: Parts Author Tools
- Replies (6)
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Hi,
this release includes just a small new feature (mixed-mode tori) for the integrated PrimGen2 version.
![[Image: attachment.php?aid=12753]](https://forums.ldraw.org/attachment.php?aid=12753)
As always, you can download LDPE from this page:
http://nilsschmidt1337.github.io/ldparteditor/
Changelog:
(1 new feature)
With this release you will be able to...
- ...create a mixed mode torus with PrimGen2.
The program was tested intensively with "real world" files.
However, something can go wrong in about 140.000 lines of code.
Installation on Windows:
- Download and extract LDPartEditor_win32_x64.zip
- Run LDPartEditor-1.8.61.msi
- Start LDPartEditor from the start menu
Installation on Linux:
- Download and extract LDPartEditor_linux_x64.zip
- Install ldparteditor_1.8.61-1_amd64.deb
- Start LDPartEditor from the menu or via launcher
Installation on Mac OS X:
- Download and extract LDPartEditor_mac_x64.zip
- Mount LDPartEditor-1.8.61.dmg
- Drag LDPartEditor.app to the Applications folder
- Copy ldparteditor.sh to your home folder
4a. Open a Terminal.app and run ./ldparteditor.sh
4b. Or open a Terminal.app and run /Applications/LDPartEditor.app/Contents/MacOS/LDPartEditor
I listen carefully to your requests and possible complaints. Please leave me a message, with your thoughts and wishes to further improve the software.
LDPE is a 3D CAD application: The overall system requirements are higher. While I recommend to use a powerful 64-bit multicore system, it could be possible, to run LDPE on older machines as well.
System Requirements:
Minimum System Requirements:
- OpenGL 2.1 compatible Graphics Card
- Operating System (64-bit): Windows [7 or newer], Linux [e.g. Ubuntu Linux >=14.4], Mac OS X [>=10.6]
- CPU: Multicore-Processor e.g. Intel Core 2 Duo or AMD Athlon II (>2.0Ghz)
- RAM: 4GB
- Video-Memory: 1 GB
- Free Disk Space: 100 MB
Recommended Requirements:
- Operating System (64bit): Windows 7,8,10, Linux [e.g. Ubuntu Linux >=14.4], Mac OS X [>=10.6]
- OpenGL 3.3 compatible Graphics Card
- CPU: Multicore-Processor with 4 cores (or more)
- RAM: >4 GB
- Video-Memory: >1 GB
- Free Disk Space: 512 MB
- For a faster start, LDPartEditor and the LDraw™ library should be installed on an SSD.
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Official LDCad shadow library github repository |
Posted by: Roland Melkert - 2022-07-30, 21:46 - Forum: LDraw Editors and Viewers
- Replies (2)
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The official LDCad shadow library is up and running at:
https://github.com/RolandMelkert/LDCadShadowLibrary
Its initial commit is based on the 1.7 Alpha 2a csl file.
It just has different headers and uses the CC BY-SA 4.0 license.
I used svn commit data and existing AUTHOR lines to populate the initial !HISTORY section of each file.
The 'official' header format is like so:
Code: 0 LDCad shadow info for "<sameDescriptionAsOriginalLDrawFile>"
0 Author: LDCad Shadow Library
0 !LICENSE CC BY-SA 4.0, see LICENSE.md
0 !HISTORY YYY-MM-DD {fullAuthorName} Initial info for <partRefName>
0 !HISTORY YYY-MM-DD {fullAuthorName} <shortChangeDescription>
<LDCad meta content>
The 2nd and later !HISTORY lines should only be appended if needed.
Please use the same format when doing a pull request.
Reason for the general Author:
I wanted to make attribution simpler by letting people attribute the project (permitted by CC BY-SA 4.0 as far I understand it)
Reason for the {name} history lines:
The library is separate from LDraw so using LDraw.org user names might be confusing.
Reason for mentioning the partRefName in a HISTORY line instead of a NAME one:
I now and then move content around while following "move to" changes or to take advantage of new subfiles etc.
Such changes should be noted using something like:
Code: 0 !HISTORY YYY-MM-DD {fullAuthorName} Moved content to <partRefName>
Not sure how to make github track such file renames yet as I usually just copy paste .dat content during shadow editing inside LDCad (it automatically deleted empty shadow files). (EDIT: did some research, git might actually do that automatically if the content of the old and new file are very similar. I guess we'll know when it actually happens )
There are still some other things to sort out / improve upon but I wanted to just get it started
There will be some tools for editing/creating repo ready shadow files in 1.7 Beta 1.
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Chain links 3711 / treads 3873 |
Posted by: Sylvain Sauvage - 2022-07-25, 20:07 - Forum: General LDraw.org Discussion
- Replies (5)
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Hi all,
3711/3873 both have a span (distance between connectors) of 16LDU.
IRL, the distance is slightly bigger. It’s about 2.7% more. (Measured while digital-building 10303: it needs 262 links in digital, while 255 (222+33) are in the set / instructions.)
That would make a span of about 16.4LDU.
So, two questions:
1. Am I the only one bothered with that? I.e. not having the correct number of parts in digital builds.
2. Could it be changed? Or is there a rule (that I didn’t find) somewhere saying that it can’t?
I mean, excluding backward compatibility rules. So to rephrase the question: Could a similar part be built & officialized with a span of 16.4LDU?
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Advanced rotation techniques |
Posted by: N. W. Perry - 2022-07-22, 13:40 - Forum: LDraw Editors and Viewers
- Replies (12)
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I feel like I'm under-using LDCad's advanced rotation capabilities. But instead of a question, I think it's easier to just give an example—and sort of a challenge. 
In the attached test file I have an oddly-shaped piece that I want to rest on the ground, here represented by a nice big tile. This part has four lower extremities, all with different y-values, and to be realistic it would need to rest against the lowest three of them. What's the best way to do this using LDCad?
test.ldr (Size: 173 bytes / Downloads: 2)
Here's how I would approach it:
- Find the lowest point and set it as the rotation center. You could use a helper part or a marker, but how do you find the point itself? Easiest way would be if you could directly select the vertex—LDCad can't do this, but LDPE can.
- Find the next lowest point the same way, then using more helper parts and some trigonometry (or the handy, but unofficial, right angle calc script), rotate the part so this hits the ground.
- For the final rotation, select the third low point, and rotate around a vector formed by the first two points. LDCad does allow custom vector rotation—but how do I find the vector and enter it into the rotation dialog?
Even better would be if you could select all three points at once and use them to define a plane, then set the part's absolute rotation just once so that this plane matches the ground plane. This could probably be scripted, but there's still the problem of selecting the points in the first place.
Is there a better way? How would you approach this problem?
(Can't attach the .lua file for the angle script, but here it is
Code: function onRun()
local sel=ldc.selection()
if sel:getRefCount()<3 then
return
end
local a=sel:getRef(1):getPos()
local b=sel:getRef(2):getPos()
local c=sel:getRef(3):getPos()
local ba=a-b
local bc=c-b
local n=bc:getCross(ba)
n:normalize()
local bb1=n:getSignedAngle(ba, bc)
local bb2=math.deg(math.acos(bc:getLength()/ba:getLength()))
local angle=-(bb1-bb2)
ldc.setClipboardText(angle)
ldc.dialog.runMessage(angle)
end
function register()
local macro=ldc.macro('Right angle rotation calc')
macro:setEvent('run', 'onRun')
end
register()
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