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Latest Threads |
A fresh list of "most com...
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New parts from Lego Instr...
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axleend2
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Parts request
Forum: Part Requests
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Transparent sticker colou...
Forum: General LDraw.org Discussion
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The Emperor Zurg
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Batman Cowls
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Fix for slightly incorrec...
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Lego Town Racer 1996 - 63...
Forum: Official Models
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Eyesight on Linux
Forum: Rendering Techniques
Last Post: Orion Pobursky
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Just wanna say hello.... |
Posted by: Dirk - 2019-10-21, 20:14 - Forum: Off-Topic
- Replies (1)
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I am stumbled upon LDraw a week ago and it is faszinating to operate this cool CAD programm!
No I am looking for a good way to transfer mpd-files into 3ds max to create my own renderings.
While trying to convert the "8464 - Front End Loader.mpd" there are some parts missing in the exported obj and I don't know why?
I downloaded the latest LDraw version, implemented the latest complete.zip and the LDraw Parts Library 1902.
Maybe someone has some hints and tips, how to avoid such mishaps?
By the way, this is my first post here in this forum, I just began to work with LDD, LDraw and MLCad and it is great, love it :-)
Dirk
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LDCad Subfile conformity script? |
Posted by: Cam's Bricks - 2019-10-21, 1:53 - Forum: LDraw Editors and Viewers
- Replies (3)
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Hello,
I mainly use Studio to do my building but the LDR file it creates when exporting to ldraw does not conform to the standards. I would like to use LPub3D to create my instructions as there is a lot more flexibility for the layout of the pages but the non-conformity of the Studio output doesnt play nice. I would like to use LDCad as the middle man because it handles the non conformity nicely and I am already making some adjustments in LDcad for the models. I would like to have a script that makes the sub models conform in that spaces are removed and replaced with "_" and .ldr is added to the end of the submodel. Then the whole file gets saved as an MPD.
Thanks in advance
Cam
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POV-Ray error |
Posted by: Arjan - 2019-10-19, 6:49 - Forum: Rendering Techniques
- Replies (6)
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I'm trying to convert LDraw ldr-files first to a POV-Ray pov-file using pyldraw and then to a png using POV-Ray.
On a Mac I have installed pyldraw using pip and POV-Ray using Homebrew.
As a first simple test I have tried to convert the car.pov from the testdata from pyldraw to png using POV-Ray (basically just using "povray car.pov"). Unfortunately I get the following error message:
Code: ==== [Parsing...] ==========================================================
File '~/repos/pyldraw-0.8.2/tests/test_data/car.pov' line 7979:
Parse Warning: Should have at least 2 objects in csg.
File '~/repos/pyldraw-0.8.2/tests/test_data/car.pov' line 11261:
Parse Warning: Should have at least 2 objects in csg.
File '~/repos/pyldraw-0.8.2/tests/test_data/car.pov' line 16690:
Parse Error: Expected 'object or directive.', float function 'float constant'
found instead
Fatal error in parser: Cannot parse input.
Render failed
I have spent quite some time on Google to find a solution to this but I'm not finding anything closely related. Does anyone know what I'm doing wrong?
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[LDCad] recent submodels |
Posted by: Philippe Hurbain - 2019-10-11, 7:09 - Forum: LDraw Editors and Viewers
- Replies (8)
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In current implementation, I can easily toggle between the two last edited submodels using End key. Nice, but often I would like to be able to easily access the three last edited submodels.
Use case: I have a parent model with one submodel on right side, and I want to create the mirrored submodel forleft side. So I edit right side submodel, duplicate it to left side submodel, mirror it but... now I need to navigate in current session parts bin to find again parent model.
Dunno what would be the best user interface: End key cycling between the 3 latest edited submodels?
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LDcad Pin Question |
Posted by: End Unsure - 2019-10-09, 17:39 - Forum: LDraw Editors and Viewers
- Replies (2)
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I did some searching for this but maybe its been answered and I missed it.
I want to know if there is a way to re-locate a pin on a specific object/part and have it stay there. So say I relocate the pin such that it lines up with the hinge of the top part of the treasure chest, now if I do a side rotate the treasure chest can be opened and closed without having to move the lid. Of course normally once you click off a part a pin resets, I'm wondering if I can tell it to stay in the location I've moved it to for that specific part?
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