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  Concerning "classic" hoses and LDCad
Posted by: N. W. Perry - 2019-10-21, 22:59 - Forum: LDraw Editors and Viewers - Replies (8)

I think this ground has been partially trodden before, but I'm not sure this exact issue has been solidly settled.

How do we tackle the "classic" flexible hose in LDCad—i.e., the old rubber hose used in Classic Space and early Technic sets? This is a 4mm diameter hose, so I think it's the same as the hoses later used in the pneumatic system. I know these are used in the example 8860 model, but what happens when you need a free end that's not connected to anything? In 8860, the ends are simply left off, because the hoses are tucked inside other parts. But what if the free end is meant to be visible (like in set 920/483)? Is there a suitable end part, and how would I go about replacing the beveled end with the non-beveled one?

(And to perhaps get overly precise, would the end part be different depending on whether it's a pneumatic hose or a "classic" one? Are the inside diameters different on these two parts? Are they even two different parts, or are they in fact identical?)

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  Just wanna say hello....
Posted by: Dirk - 2019-10-21, 20:14 - Forum: Off-Topic - Replies (1)

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)

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)

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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  Bloat the library with shortcuts
Posted by: Willy Tschager - 2019-10-17, 13:27 - Forum: Parts Tracker Discussion - Replies (38)

Guys,

I came across this part:

Door  1 x  4 x  6 Smooth with Chamfered Handle Plinth with Boxing Ring Poster Sticker

and would like to discuss the usefulness of our shortcuts in general with a spot on applied sticker shortcuts. My opinion on this is that if we start creating shortcuts for every sticker the library gets bloated in an unnecessary way. I actually propose to obsolete the already official sticker shortcuts.

w.

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  Concerning Ground Plane??
Posted by: Richard L. West - 2019-10-15, 16:49 - Forum: General LDraw.org Discussion - Replies (5)

Hello everyone on the board, just wondering is there a way to add a ground plane in the editing screen?  I meant a sturdy ground base to lay the model on?

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  Porsche vs. Bugatti
Posted by: Johann Eisner - 2019-10-15, 16:27 - Forum: Off-Topic - Replies (1)

[color=unset]Related to this post here --> https://forums.ldraw.org/thread-18214-po...l#pid34117[/color]
[color=unset]the official video from the ADAC.[/color]
[color=unset]https://youtu.be/mubmaH3kcEg[/color]

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  42099 B-Model: 4x4 RC Off Road Truck, by Grohl
Posted by: Philippe Hurbain - 2019-10-11, 12:02 - Forum: MOCs (My Own Creations) - No Replies

[Image: 42099b.png]
Model designed by Grohl: see Rebrickable.

Download MPD
Known errors: No stickers.
Done with LDCad 1.6c
Rendered with Studio 2.0

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  [LDCad] recent submodels
Posted by: Philippe Hurbain - 2019-10-11, 7:09 - Forum: LDraw Editors and Viewers - Replies (8)

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)

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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