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| [split] Buffer Exchange cleanup script |
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Posted by: N. W. Perry - 2022-04-02, 3:42 - Forum: LDraw Editors and Viewers
- Replies (9)
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(background: Trying to write an LDCad script that will comment out all type 1 lines that are hidden by buffer exchange, so the model can be viewed in e.g. LDView…)
Hmm, so the logic of buffer exchange is a little trickier than I thought. It's easy enough when there's just one block of store/retrieve statements—just hide everything between the first store and the last retrieve. But when there are multiple hidden blocks with some visible lines in between them, it's harder.
I might need a hint. :-)
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| Grainy surface marking |
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Posted by: Max Murtazin - 2022-04-01, 9:54 - Forum: Official File Specifications/Standards
- Replies (4)
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As far as I'm aware, there is no way to mark surfaces on parts as "grainy", an effect most commonly known from 2x2 slope bricks. I think it would be good to have such thing, especially for being able to distinguish some possible clean and grainy variants (there are some iirc, but I might be wrong)
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Help! Stud.io is a mess and PartDesigner is janky! What do I do? |
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Posted by: Violet Barrett - 2022-04-01, 2:07 - Forum: LDraw File Processing and Conversion
- Replies (7)
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Hey there!
I'm Violet, otherwise known as vootcaboot or (sometimes) weedvampires. I currently manage a number of packs of models for Bricklink Stud.io on behalf of the Bionicle community, mainly involving fan-created models originally designed for 3d printing, but I was also the last to update a pack of official Lego models for Bionicle and other constraction themes known as the Biopack. However, the problem is the fact that, well... Stud.io is a mess! I know that LDraw and Lego CAD, in general, has a long history of being janky, but this makes it difficult to work with models... especially seeing as I am not a modeler, only someone who learned how to use PartDesigner and had enough patience to do the painstaking work of aligning connections and making sure phantom collisions don't happen. So, in my introduction to this forum, I'd like to ask a couple of questions.
- Are there any better alternatives to creating parts over PartDesigner? Namely, PartDesigner has issues when processing models of very high face counts, and it seems to attempt to apply some sort of geometry modifier on import, which when combined with what I presume to be similar modifiers passed upon starting a photorealistic render, results in models looking... iffy, to say the least.
- Is there a relatively simple way for modelers in Blender, Fusion360, and other programs who are accustomed to making parts for 3d printing to apply primitives to things like axles, studs, and pin holes? A big problem when working with these models is the lack of consistency between the connection points of parts, so this would definitely be a huge step forward if a (relatively) painless solution exists.
- Since a majority of our community uses Stud.io for building and rendering their Bionicle MOCs due to ease of use, is there anything you have learned about Stud.io that we may have not?
Thank you all, and I hope that I can learn more from everyone and start making a better, easier way for digital Bionicle designing!
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| Rules for tile descriptions |
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Posted by: Massimo Maso - 2022-03-29, 21:32 - Forum: Parts Authoring
- Replies (7)
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In your opinion it would not be better to omit the presence of the groove in all the tiles and indicate only the possible lack.
I know that it is contrary to the principle of expressing what is there and not what is missing, but in this case it seems to me that we would have more advantages than anything else:
in alphabetical order the first part of a tile family would be the neutral version (as is now the case for 1x3 tiles, 1x6 tiles and 1x8 tiles, but not for 1x2 tiles, 1x4 tiles and 2x2 tiles)
the descriptions would be shorter and more homogeneous (already now, most of the 1x4 and 2x2 patterned tiles do not give indications of the presence or absence of the groove)
the new parts are already with the groove, only very first versions were devoid of it (and there are many more patterned or stickered parts based on the grooved versions than on the others).
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| Primitive Reference |
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Posted by: Orion Pobursky - 2022-03-26, 17:56 - Forum: Help Wanted
- Replies (6)
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The primitives reference needs to be updated. This is a manual process which I have little time to do. If someone knowledgeable wants to put together an updated reference, I can format it for the site.
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| stud.io special line types |
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Posted by: Stefan Frenz - 2022-03-26, 8:59 - Forum: LDraw Editors and Viewers
- Replies (2)
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Hi there,
there are some lines in a stud.io file that I don't understand.
Example for line-3-triangle:
Code: 3 -1 12 0 10 14.345 2 10 -14.345 2 10 0.345 0.954 0.329 0.897 0.524 0.897
3 -1 16 32 -6 19 32 -10 -19 32 -10
The second line is fine, but the first line has six additional floats - most probably two additional points. Is this a shortcut for some kind of triangle-stripe? As not all lines have the same number of arguments, this seems to be some kind of option? The corresponding part is not existing in LDraw-world, so I can't replace it.
Example for line-5-auxline:
Code: 5 -2 7.654 4.000 -18.478 7.654 8.000 -18.478
This line is missing the control points as far as I can see. The auxline here is inside the inlined part 4032.dat, which is moved to 4032a.dat in LDraw. The corresponding auxline there is:
Code: 5 24 7.6537 4 -18.4776 7.6537 8 -18.4776 14.14 4 -14.14 0 4 -20
The color is ok (Bricklink -2 matches to LDraw 24), and the coordinates just have one digit less precision. But it seems the stud.io-file skipped the control-points. Is there some default for the control-points? As this part is just an inlined version of an official part, I could easily replace it, but I would like to know how this works.
Thanks in advance for any hint.
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