Studio parts editor, decals, connectivity...


Studio parts editor, decals, connectivity...
#1
Rainbow 
https://www.bricklink.com/v3/build/partdesigner.page
...looks interesting!
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RE: Studio parts editor, decals, connectivity...
#2
(2019-05-08, 11:58)Philippe Hurbain Wrote: https://www.bricklink.com/v3/build/partdesigner.page
...looks interesting!

Hm, indeed! Interestining
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RE: Studio parts editor, decals, connectivity...
#3
(2019-05-08, 11:58)Philippe Hurbain Wrote: https://www.bricklink.com/v3/build/partdesigner.page
...looks interesting!

excellent!!!!! good news. this iwll speed up very much the process.

i hope this guys enable exporting the models to ldraw.
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RE: Studio parts editor, decals, connectivity...
#4
Part designer is out. Rather impressive...
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RE: Studio parts editor, decals, connectivity...
#5
the app its super fast to make patterns

the main problem its how it does export the pattern that looks that its not ldraw compliance.

[Image: llmY8A6.png]

Select the brick you want to apply the pattern
[Image: 31dnVll.png]


select the pattern


[Image: KVo9DLL.png]

and export it thats all in 2 minutes you have it. btw you need a good quality pattern.


the exprot to ldraw looks like..


[Image: sUevuBl.png]
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RE: Studio parts editor, decals, connectivity...
#6
The method used by Studio is very similar to LDraw texmap (and as such is not soooo much faster to create - but for sure more convenient Wink ). I believe it could be possible to write a conversion tool. The long sting after "PE_TEX_INFO" is the png image, encoded in base64 (there is a working decoder here: http://www.webutils.pl/Base64)
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RE: Studio parts editor, decals, connectivity...
#7
(2019-05-21, 16:05)Philippe Hurbain Wrote: The method used by Studio is very similar to LDraw texmap (and as such is not soooo much faster to create - but for sure more convenient Wink ). I believe it could be possible to write a conversion tool. The long sting after "PE_TEX_INFO" is the png image, encoded in base64 (there is a working decoder here: http://www.webutils.pl/Base64)

I’m curious why they chose to “roll their own” solution instead of using the already existing texmap support for LDraw. I like Studio but I’m having a hard time recommending it because they’re not giving back to the LDraw project.
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RE: Studio parts editor, decals, connectivity...
#8
(2019-05-21, 16:25)Orion Pobursky Wrote: I’m curious why they chose to “roll their own” solution instead of using the already existing texmap support for LDraw.
I'd like to know too...
Quote:I like Studio but I’m having a hard time recommending it because they’re not giving back to the LDraw project.
Not completely true now since Studio part admin is a new but active LDraw part author!
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RE: Studio parts editor, decals, connectivity...
#9
(2019-05-21, 16:30)Philippe Hurbain Wrote: I'd like to know too...
Not completely true now since Studio part admin is a new but active LDraw part author!

That’s great news. I’ve been trying really hard not to bash BrickLink since I like their product a lot. Past encounters left a bad taste in my mouth but a lot has changed with them and I don’t want to hold a grudge.
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RE: Studio parts editor, decals, connectivity...
#10
(2019-05-21, 16:30)Philippe Hurbain Wrote: I'd like to know too...
Not completely true now since Studio part admin is a new but active LDraw part author!

Hi, I must precise that I am independant from Studio and Bricklink team.

I discovered Studio after LDD stopped to be officially maintained and mainly used it because it was very user friendly and I didn't know much about how Ldraw worked at that time.
Then as a lot of parts were missing at that time I started to help the team to integrate missing parts within Studio and especially providing them mapping between Ldraw parts and Bricklink identifiers. Due to this they proposed me to handle their sub-forum "Studio Parts" where people reports issues and ask for new parts to be integrated and I am mainly doing the link between users and Studio team about parts integration topics. By the way thank you Philippe for your help replying to some posts Wink

Then the more time I spent on this the more I wanted to start designing parts by myself and that's why I started a couple of weeks ago to learn and submit parts to Ldraw Library.
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RE: Studio parts editor, decals, connectivity...
#11
(2019-05-21, 19:14)Vincent Messenet Wrote: Hi, I must precise that I am independant from Studio and Bricklink team.

I discovered Studio after LDD stopped to be officially maintained and mainly used it because it was very user friendly and I didn't know much about how Ldraw worked at that time.
Then as a lot of parts were missing at that time I started to help the team to integrate missing parts within Studio and especially providing them mapping between Ldraw parts and Bricklink identifiers. Due to this they proposed me to handle their sub-forum "Studio Parts" where people reports issues and ask for new parts to be integrated and I am mainly doing the link between users and Studio team about parts integration topics. By the way thank you Philippe for your help replying to some posts Wink

Then the more time I spent on this the more I wanted to start designing parts by myself and that's why I started a couple of weeks ago to learn and submit parts to Ldraw Library.

Regardless of your “officialness”, glad to have you here and as a part author.
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RE: Studio parts editor, decals, connectivity...
#16
(2019-05-21, 19:14)Vincent Messene Wrote: By the way thank you Philippe for your help replying to some posts Wink
You're welcome Wink
Thanks for clarifying your status... Anyway I think that some cooperation between both teams can only be beneficial to everybody! I understand that sometimes we have to make compromises, but the biggest compatibility we have, the best it is!!!
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RE: Studio parts editor, decals, connectivity...
#12
(2019-05-21, 16:25)Orion Pobursky Wrote: I’m curious why they chose to “roll their own” solution instead of using the already existing texmap support for LDraw. I like Studio but I’m having a hard time recommending it because they’re not giving back to the LDraw project.

im having mix fellings with studio, looks like they took advantage of ldraw and they are doing their own solution, but not making fully compatible backwards. and not giving back.

i only recomend studio for render only.
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RE: Studio parts editor, decals, connectivity...
#13
(2019-05-21, 16:25)Orion Pobursky Wrote: I’m curious why they chose to “roll their own” solution instead of using the already existing texmap support for LDraw. I like Studio but I’m having a hard time recommending it because they’re not giving back to the LDraw project.

We actually discussed base64-embedded texmaps. I even implemented (currently unreleased) support for the suggestion we came up with in LDView. But our proposed syntax was never made official anywhere. And it relies on MPD syntax.
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RE: Studio parts editor, decals, connectivity...
#14
The main issue here independent of how will be implemnted the texrure support.

Ldraw library will accept them in part tracker?
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RE: Studio parts editor, decals, connectivity...
#15
(2019-05-21, 23:22)Tatubias Wrote: The main issue here independent of how will be implemnted the texrure support.

Ldraw library will accept them in part tracker?

No, and frankly, I don't personally feel that they should ever be accepted in the parts tracker as generated by the tool. Having said that, I can sympathize with the tool's author's presumable desire to have all the data in one self-contained file. It should be trivial to write a small tool to read these generated files, extract the textures, and update the dat code to reference the textures (stripping out the embedded texture).
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RE: Studio parts editor, decals, connectivity...
#17
(2019-05-21, 23:22)Tatubias Wrote: The main issue here independent of how will be implemnted the texrure support.
I don't know exactly. Looks like some form of u-v mapping (hence the added parameters to type 3 triangles in textured Studio parts). But in most cases (in particular minifig heads and torsos) it shouldn't be very difficult to convert from one format to the other. Remains the issue of ownership of images in the case of Studio to LDraw conversion.
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RE: Studio parts editor, decals, connectivity...
#18
(2019-05-22, 8:04)Philippe Hurbain Wrote: I don't know exactly. Looks like some form of u-v mapping (hence the added parameters to type 3 triangles in textured Studio parts). But in most cases (in particular minifig heads and torsos) it shouldn't be very difficult to convert from one format to the other. Remains the issue of ownership of images in the case of Studio to  LDraw conversion.
Definitely u-v mapping.This kind of explain the choice of a different method than LDraw texmap, since this method is more powerful (but imho overkill!)
I inserted a regular grid pattern, replacing a standard face decal, and here is the result in Studio. If it was simple cylindrical mapping, the top and bottom lines wouldn't appear there. Note the strange wiggles of lines that should be straight...
   


Attached Files Thumbnail(s)
   

.dat   testface_3626tex.dat (Size: 38.16 KB / Downloads: 0)
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RE: Studio parts editor, decals, connectivity...
#19
For me the fastest way to perform the patters may be designing them in 2d in adobe ilustrator or corel draw or inkspace. Then export the design into svg format ( "SVG is a widely-deployed royalty-free graphics format developed and maintained by the W3C) it uses xml. http://www.w3.org/Graphics/SVG/

Having the design ready in svg format there you have all the information to "trace it" and convert it to ldraw triangles. With a small tool.  after that you can edit and tweak with ldpattern creator or any other editor.

Little explanation about svg https://flaviocopes.com/svg/
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RE: Studio parts editor, decals, connectivity...
#20
A few solutions...

- svg2dat beta utility (written by Travis Cobbs) that does that, but it only handles a subset of svg, and triangulation is not outstanding (can't find again the link).

- Lasse Deleuran's online svg to Ldraw converter: https://c-mt.dk/software/svg2ldraw/ (see also https://www.eurobricks.com/forum/index.p...studio-20/). Interesting too, but again triangulation is not so great, and svg support is not complete either.

- Rolf Osterthun's Img4Dat tool (https://forums.ldraw.org/thread-23242.ht...ht=img4dat). At first it seems a bit awkward as you need to convert your svg to a bmp bitmap (and it's not bug-free), but it's by far the best tool I used to convert images to LDraw patterns. With a good source image, it can even work directly from a part photo, as I did for this torso http://www.ldraw.org/cgi-bin/ptdetail.cg...973p5f.dat
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RE: Studio parts editor, decals, connectivity...
#21
(2019-05-22, 13:13)Philippe Hurbain Wrote: A few solutions...

- svg2dat beta utility (written by Travis Cobbs) that does that, but it only handles a subset of svg, and triangulation is not outstanding (can't find again the link).

- Lasse Deleuran's online svg to Ldraw converter: https://c-mt.dk/software/svg2ldraw/ (see also https://www.eurobricks.com/forum/index.p...studio-20/). Interesting too, but again triangulation is not so great, and svg support is not complete either.

- Rolf Osterthun's Img4Dat tool (https://forums.ldraw.org/thread-23242.ht...ht=img4dat). At first it seems a bit awkward as you need to convert your svg to a bmp bitmap (and it's not bug-free), but it's by far the best tool I used to convert images to LDraw patterns. With a good source image, it can even work directly from a part photo, as I did for this torso http://www.ldraw.org/cgi-bin/ptdetail.cg...973p5f.dat

Thank you very much philo.
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RE: Studio parts editor, decals, connectivity...
#22
As I'm authoring many patterns the best way I found is to create a svg file of the pattern (Illustrator is my tool of choice as you can work in 1:1 scale with ldraw and benefit of very powerful functionalities) then exporting it to dat using svg2dat. Then retriangulation is needed anyway.
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RE: Studio parts editor, decals, connectivity...
#23
(2019-05-22, 18:50)Damien Roux Wrote: As I'm authoring many patterns the best way I found is to create a svg file of the pattern (Illustrator is my tool of choice as you can work in 1:1 scale with ldraw and benefit of very powerful functionalities) then exporting it to dat using svg2dat. Then retriangulation is needed anyway.

Can younsharr the executables for svg2dat
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RE: Studio parts editor, decals, connectivity...
#26
(2019-05-22, 21:29)Tatubias Wrote: Can younsharr the executables for svg2dat

See here.
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RE: Studio parts editor, decals, connectivity...
#24
(2019-05-22, 13:13)Philippe Hurbain Wrote: - Lasse Deleuran's online svg to Ldraw converter: https://c-mt.dk/software/svg2ldraw/ (see also https://www.eurobricks.com/forum/index.p...studio-20/). Interesting too, but again triangulation is not so great, and svg support is not complete either.

If anyone sees issues with a processed SVG file in svg2ldraw, then please send it to me and I will try to fix it.

I am actively developing all my web-based tools right now as I need them for some building instructions.
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RE: Studio parts editor, decals, connectivity...
#25
(2019-05-22, 21:43)Lasse Deleuran Wrote: If anyone sees issues with a processed SVG file in svg2ldraw, then please send it to me and I will try to fix it.

I am actively developing all my web-based tools right now as I need them for some building instructions.

check this tool to generate mesh https://www.cs.cmu.edu/~quake/triangle.html
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