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| Primitive substitution in the minifig arm |
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Posted by: Magnus Forsberg - 2019-11-07, 16:44 - Forum: Parts Tracker Discussion
- Replies (32)
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Copied from the review of this part: 3818s03
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At Wed Nov 6 08:40:01 2019, the following review was posted:
Reviewer: Philo
Certification: novote
Comments:
I start to wonder about the use cyli/cyls primitives within the arm parts: when they are rendered with primitive substitution, this result in gaps in the arms, very noticeable. Maybe we should inline them...
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At Wed Nov 6 16:25:02 2019, the following review was posted:
Reviewer: MagFors
Certification: novote
Comments:
Yes, I was looking at them yesterday. Don't like them.
And maybe we could also remove that kink inside the elbow? It looks like it has been "forced" to fit the primitives.
I was planing to use your knob in all minifig arm parts. Maybe it is time for a reshape, before we start making patterned arms. Gerald, any opinion?
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At Wed Nov 6 16:35:01 2019, the following review was posted:
Reviewer: Philo
Certification: novote
Comments:
"And maybe we could also remove that kink inside the elbow?" Yes!
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At Wed Nov 6 23:35:02 2019, the following review was posted:
Reviewer: GeraldLasser
Certification: novote
Comments:
I must agree with Philo, due to the primitive substitution visible gaps appear when rendering the arms., Inlining some of the prims would for sure benefit the final result
What do you mean with that: that kink inside the elbow
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At Thu Nov 7 12:40:01 2019, the following review was posted:
Reviewer: Philo
Certification: novote
Comments:
See the kink on left image: http://www.brickshelf.com/gallery/Philo/misc2/3818.png
I'd prefer to see the surfaces spared from the kink into a smoother outer elbow surface
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| LDraw - Part "Behaviour" Descriptions and Conditions |
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Posted by: ShireBrickz.com - 2019-11-06, 20:28 - Forum: Official File Specifications/Standards
- Replies (2)
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Looking around the forum at other posts and threads discussing improvements to the LDraw file standards etc made me start thinking about individual part behaviours.
Some of these have been discussed and even implemented already but I wonder if they could be grouped and streamlined somehow?
Each part clearly has its "Physical" characteristics. (sorry if i use the incorrect modelling vocabulary)
1. Physical Part - including
1a. - Complete Frame
1b. - Primitives
1c. - Texture
1d. - Color
1e. - Pattern
After hitting some modelling limitations across various platforms, I'm imagining a file standard that could natively describe the various "behaviour" characteristics of each part. Some behaviours are already handled through different methods whilst others seem to be undefined yet.
2. Part Behaviours - including
2a. - Connectivity (Snapping)
2b. - Hinge Points (Hinge points, rotation angles, etc)
2c. - Length (Parts clearly fixed in length, though would allow application to string lengths, pipe lengths, and rubber band type applications. Could this be applied to ideas of elasticity by using open limits for strings etc but defined limits for compression and elasticity?)
2d. - Flexibility (already being progressively applied to various parts across platforms.)
2e. - Gravity (to describe how a part behaves with gravity, ie chains and loose string)
2f. - Elasticity (not sure if this is the best word but the intent to describe a parts ability to stretch (+) or hold tension (-). Intended for use with technic rubber bands etc)
2g. - Compression (used to describe the parts ability to compress, imagined for springs in shock absorbers in this instance, could be merged with Elasticity as a negative value.)
Just thoughts.
Cheers
Adam
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| Looking forward to an easy to use tool |
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Posted by: han - 2019-11-05, 7:48 - Forum: Parts Author Tools
- No Replies
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Hi,
I have tried the tools I use:
stl2dat
LDForge
LDPE/LDPC
txt2dat...etc
These tools are good, but it takes a long time to learn them or use them.
stl2dat needs to make a model that is as accurate as possible to get good parts after conversion.
It is also difficult for LDForge to draw a small part with it.
I want to have a tool like the Cinema 4d. It's easy to draw and easily adjust.
Of course, this is not easy, but I am still looking forward to it coming soon.
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