help to understand making process


help to understand making process
#1

.dat   80686s01.dat (Size: 460.47 KB / Downloads: 3)
Hello, i try to undertand the process to make for now some easy target.
i start from the kitten baby raw file

https://forums.ldraw.org/attachment.php?aid=10616
i select the surface need a pattern and creat the subpart

When you say it's necessary to 'clean' the file, what exactly needs to be done?"


Attached Files
.dat   80686.dat (Size: 905 bytes / Downloads: 2)
.dat   80686s02.dat (Size: 1.3 KB / Downloads: 2)
.dat   80686s03.dat (Size: 676 bytes / Downloads: 3)
Reply
RE: help to understand making process
#2
"cleaning the part" means for example:
- looking for symmetries (can a part be cut in half or smaller pieces which can be used multiple times)
- using prims
- running some helpers in LDPE (for example Edger and Rectifier)
- closing gaps
- use "round" to get rid of too much decimal places
- flip triangle pairs and merge them to quads
- get some vertices to "ideal" values
Reply
RE: help to understand making process
#3
(2024-01-17, 19:12)Rene Rechthaler Wrote: "cleaning the part" means for example:
- looking for symmetries (can a part be cut in half or smaller pieces which can be used multiple times)
- using prims
- running some helpers in LDPE (for example Edger and Rectifier)
- closing gaps
- use "round" to get rid of too much decimal places
- flip triangle pairs and merge them to quads
- get some vertices to "ideal" values

There is no reference guide indicating exactly what to do. I've used some tools to try like MeshReducer, Edger2, and Rectifier, but I haven't fully understood if the final result is correct and what i really need too do. Assuming this part is completed, I also want to add simple patterns, such as a snout and eyes. For example, the eyes consist of two black and white circles on an inclined plane.
i use for the eye on the supbart  the XY Z-Back, set the front background image, and create two circles with triangles? Afterward, I plan to cover the remaining part of the surface where the pattern should be with color 16.
is right this way?

 This software is truly challenging to understand. Would it be possible to have a video tutorial explaining the entire process of this baby kitten from start to finish?"


Attached Files Thumbnail(s)
   
Reply
RE: help to understand making process
#4
(2024-01-17, 21:40)Dario Wrote: There is no reference guide indicating exactly what to do. I've used some tools to try like MeshReducer, Edger2, and Rectifier, but I haven't fully understood if the final result is correct and what i really need too do. Assuming this part is completed, I also want to add simple patterns, such as a snout and eyes. For example, the eyes consist of two black and white circles on an inclined plane.
i use for the eye on the supbart  the XY Z-Back, set the front background image, and create two circles with triangles? Afterward, I plan to cover the remaining part of the surface where the pattern should be with color 16.
is right this way?

 This software is truly challenging to understand. Would it be possible to have a video tutorial explaining the entire process of this baby kitten from start to finish?"

i think i make some error... : )) i dont see nothing on the file.


Attached Files Thumbnail(s)
   
Reply
RE: help to understand making process
#5
Dario,

first of all you have to get your unprinted part right. Subfiling is good but apparently the face is not symmetrical:

   

You have to adjust the left side to your subs. Probably the conds will be off as well. Delete them all and regenerate them at the very end.

* There is an artefact in the nose of s01

* The is an overlap in one leg with the standard studs:

1 47 0 0 0 1 0 0 0 1 0 0 0 1 stug-3x3.dat

* LDPE complains about invisible conds but that will be automatically fixed once you delete/regenerate them

* This part has way too much detail, especially at the inside. All these:

2 4 -4.39 -5.952 2.991 -4.429 -6.633 2.344
2 4 -4.429 -6.633 2.344 -4.46 -7.179 1.825
2 4 -4.46 -7.179 1.825 -4.476 -7.618 .579
2 4 -4.476 -7.618 .579 -4.511 -7.67 -.684
2 4 -4.511 -7.67 -.684 -4.537 -7.524 -2.019
2 4 -4.537 -7.524 -2.019 -4.55 -7.119 -3.234
2 4 -3.648 -9.339 4.435 -3.646 -9.475 3.143
2 4 -3.646 -9.475 3.143 -3.644 -9.775 1.844
2 4 -3.644 -9.775 1.844 -3.642 -10.017 .62
2 4 -3.642 -10.017 .62 -3.642 -10.026 -.506
2 4 -3.642 -10.026 -.506 -3.642 -9.966 -1.843
2 4 -3.642 -9.966 -1.843 -3.644 -9.738 -2.98
2 4 -3.644 -9.738 -2.98 -3.635 -10.152 -4.509
2 4 -3.614 -12.354 4.435 -3.614 -12.354 3.184
2 4 -3.614 -12.354 3.184 -3.614 -12.354 1.933
2 4 -3.614 -12.354 1.933 -3.614 -12.354 .713
2 4 -3.614 -12.354 .713 -3.614 -12.354 -.324
2 4 -3.614 -12.354 -.324 -3.614 -12.354 -1.782
2 4 -3.614 -12.354 -1.782 -3.614 -12.354 -2.841
2 4 -3.614 -12.354 -2.841 -3.614 -12.354 -4.509
2 4 .018 -18.78 5.318 .018 -18.78 4.435
2 4 .018 -18.78 4.435 .018 -18.78 3.295
2 4 .018 -18.78 3.295 .018 -18.78 2.154
2 4 .018 -18.78 2.154 .018 -18.78 .971
2 4 .018 -18.78 .971 .019 -18.778 -.332
2 4 .019 -18.778 -.332 .025 -18.77 -1.618
2 4 .025 -18.77 -1.618 .029 -18.764 -2.498
2 4 -7.057 -2.881 -4.68 -6.775 -3.798 -4.705
2 4 -6.775 -3.798 -4.705 -6.493 -4.714 -4.729
2 4 -6.493 -4.714 -4.729 -6.491 -5.62 -4.637
2 4 -6.491 -5.62 -4.637 -6.479 -6.783 -4.431
2 4 -6.479 -6.783 -4.431 -6.43 -7.935 -3.924
2 4 -6.43 -7.935 -3.924 -6.445 -8.308 -2.325
2 4 -6.445 -8.308 -2.325 -6.458 -8.503 -.591
2 4 -6.458 -8.503 -.591 -6.519 -8.45 1.172
2 4 -6.519 -8.45 1.172 -6.531 -8.09 2.76
2 4 -6.531 -8.09 2.76 -6.455 -7.22 3.542
2 4 -6.455 -7.22 3.542 -6.32 -6.002 4.222
2 4 -6.32 -6.002 4.222 -6.114 -4.575 4.553
2 4 -6.114 -4.575 4.553 -6.49 -3.793 4.028
2 4 -6.49 -3.793 4.028 -6.865 -3.01 3.502
2 4 -6.865 -3.01 3.502 -6.939 0 3.288
2 4 -7.924 -3.85 10.959 -7.95 -3.838 9.154
2 4 -7.95 -3.838 9.154 -7.931 -3.81 6.97
2 4 -7.931 -3.81 6.97 -7.823 -3.76 4.62
2 4 .029 -18.764 -2.498 .033 -18.758 -3.378
2 4 .033 -18.758 -3.378 .033 -20.574 -5.376
2 4 .033 -18.758 -3.378 .033 -24.813 -5.992
2 4 .033 -20.574 -5.376 .033 -24.813 -5.992

and many more should be deleted and the surface rebuild:

3 212 4.993 -5.251 3.517 6.296 -4.902 3.737 6.229 -6.158 3.777
3 212 6.229 -6.158 3.777 5.174 -6.262 3.352 4.993 -5.251 3.517
3 212 7.268 -7.894 4.497 6.49 -8.402 3.085 6.269 -7.14 3.493
3 212 7.268 -7.894 4.497 7.268 -9.837 3.905 6.49 -8.402 3.085
3 212 6.269 -7.14 3.493 6.49 -8.402 3.085 5.451 -7.281 2.477
3 212 5.451 -7.281 2.477 5.313 -6.818 2.969 6.269 -7.14 3.493
3 212 5.761 -4.626 -3.512 6.53 -5.513 -3.845 6.601 -4.687 -3.877
3 212 5.7 -6.106 -3.467 6.53 -5.513 -3.845 5.761 -4.626 -3.512
3 212 5.7 -6.106 -3.467 6.47 -6.639 -3.748 6.53 -5.513 -3.845
3 212 6.601 -4.687 -3.877 5.759 -2.927 -3.393 5.761 -4.626 -3.512
3 212 6.601 -4.687 -3.877 7.047 -2.972 -3.646 5.759 -2.927 -3.393
3 212 7.182 0 -3.65 5.759 -2.927 -3.393 7.047 -2.972 -3.646
3 212 5.047 0 -3.421 5.759 -2.927 -3.393 7.182 0 -3.65
3 212 5.759 -2.927 -3.393 5.047 0 -3.421 5.079 -4.515 -3.429
3 212 5.759 -2.927 -3.393 5.079 -4.515 -3.429 5.761 -4.626 -3.512
3 212 5.761 -4.626 -3.512 5.079 -4.515 -3.429 4.78 -5.176 -3.419
3 212 5.7 -6.106 -3.467 5.761 -4.626 -3.512 4.78 -5.176 -3.419
3 212 5.7 -6.106 -3.467 4.78 -5.176 -3.419 5.699 -7.235 -2.917
3 212 4.78 -5.176 -3.419 3.709 -7.123 -2.7 5.699 -7.235 -2.917
3 212 4.78 -5.176 -3.419 3.718 -5.024 -3.208 3.709 -7.123 -2.7
3 212 6.439 -8.515 1.414 5.451 -7.281 2.477 6.49 -8.402 3.085
3 212 6.439 -8.515 1.414 5.514 -7.528 1.134 5.451 -7.281 2.477
3 212 6.437 -8.469 -.339 5.514 -7.528 1.134 6.439 -8.515 1.414
3 212 6.437 -8.469 -.339 5.561 -7.619 -.229 5.514 -7.528 1.134
3 212 5.584 -7.573 -1.611 5.561 -7.619 -.229 6.437 -8.469 -.339
3 212 5.584 -7.573 -1.611 6.437 -8.469 -.339 6.453 -8.307 -1.952
3 212 7.161 -9.841 1.701 6.439 -8.515 1.414 6.49 -8.402 3.085
3 212 7.161 -9.841 1.701 6.49 -8.402 3.085 7.268 -9.837 3.905
3 212 6.439 -8.515 1.414 7.12 -9.679 -.462 6.437 -8.469 -.339
3 212 6.439 -8.515 1.414 7.161 -9.841 1.701 7.12 -9.679 -.462
3 212 6.453 -8.307 -1.952 6.437 -8.469 -.339 7.12 -9.679 -.462
3 212 6.453 -8.307 -1.952 7.12 -9.679 -.462 7.131 -9.42 -2.334
3 212 7.131 -9.42 -2.334 6.527 -7.961 -3.451 6.453 -8.307 -1.952
3 212 7.131 -9.42 -2.334 7.157 -8.948 -4.206 6.527 -7.961 -3.451
3 212 3.709 -7.123 -2.7 3.718 -5.024 -3.208 3.713 -5.329 -4.636
3 212 4.565 -5.212 -4.195 4.74 0 -4.153 3.725 0 -4.616
3 212 4.565 -5.212 -4.195 3.725 0 -4.616 3.713 -5.329 -4.636
3 212 5.514 -7.528 1.134 3.708 -7.187 2.154 5.451 -7.281 2.477
3 212 5.514 -7.528 1.134 3.705 -7.638 .906 3.708 -7.187 2.154
3 212 5.561 -7.619 -.229 3.705 -7.638 .906 5.514 -7.528 1.134
3 212 5.561 -7.619 -.229 3.705 -7.655 -.324 3.705 -7.638 .906
3 212 5.584 -7.573 -1.611 3.705 -7.655 -.324 5.561 -7.619 -.229
3 212 5.584 -7.573 -1.611 3.706 -7.577 -1.576 3.705 -7.655 -.324
3 212 5.584 -7.573 -1.611 3.709 -7.123 -2.7 3.706 -7.577 -1.576
3 212 5.584 -7.573 -1.611 5.699 -7.235 -2.917 3.709 -7.123 -2.7
3 212 5.079 -4.515 -3.429 4.74 0 -4.153 4.565 -5.212 -4.195
3 212 4.565 -5.212 -4.195 4.78 -5.176 -3.419 5.079 -4.515 -3.429
3 212 4.74 0 -4.153 5.079 -4.515 -3.429 5.047 0 -3.421
3 212 4.565 -5.212 -4.195 3.718 -5.024 -3.208 4.78 -5.176 -3.419
3 212 4.565 -5.212 -4.195 3.713 -5.329 -4.636 3.718 -5.024 -3.208
2 212 7.331 -4.873 4.217 6.296 -4.902 3.737
2 212 6.296 -4.902 3.737 4.993 -5.251 3.517
2 212 5.174 -6.262 3.352 4.993 -5.251 3.517
2 212 5.313 -6.818 2.969 5.174 -6.262 3.352
2 212 7.331 -4.873 4.217 7.294 -6.222 4.481
2 212 7.294 -6.222 4.481 7.268 -7.894 4.497
2 212 7.268 -7.894 4.497 7.268 -9.837 3.905
2 212 7.268 -9.837 3.905 6.49 -8.402 3.085
2 212 5.451 -7.281 2.477 5.313 -6.818 2.969
2 212 6.49 -8.402 3.085 5.451 -7.281 2.477
2 212 6.601 -4.687 -3.877 5.761 -4.626 -3.512
2 212 5.761 -4.626 -3.512 5.7 -6.106 -3.467
2 212 5.7 -6.106 -3.467 5.699 -7.235 -2.917
2 212 5.699 -7.235 -2.917 6.527 -7.961 -3.451
2 212 6.527 -7.961 -3.451 7.157 -8.948 -4.206
2 212 5.759 -2.927 -3.393 5.761 -4.626 -3.512
2 212 7.047 -2.972 -3.646 5.759 -2.927 -3.393
2 212 7.182 0 -3.65 5.047 0 -3.421
2 212 5.047 0 -3.421 5.079 -4.515 -3.429
2 212 5.079 -4.515 -3.429 4.78 -5.176 -3.419
5 212 4.78 -5.176 -3.419 3.709 -7.123 -2.7 5.699 -7.235 -2.917 3.718 -5.024 -3.208
2 212 3.709 -7.123 -2.7 5.699 -7.235 -2.917
2 212 3.718 -5.024 -3.208 3.709 -7.123 -2.7
2 212 4.78 -5.176 -3.419 3.718 -5.024 -3.208
2 212 5.514 -7.528 1.134 5.451 -7.281 2.477
2 212 5.561 -7.619 -.229 5.514 -7.528 1.134
2 212 5.584 -7.573 -1.611 5.561 -7.619 -.229
2 212 5.699 -7.235 -2.917 5.584 -7.573 -1.611
2 212 7.268 -9.837 3.905 7.161 -9.841 1.701
2 212 7.161 -9.841 1.701 7.12 -9.679 -.462
2 212 7.12 -9.679 -.462 7.131 -9.42 -2.334
2 212 7.131 -9.42 -2.334 7.157 -8.948 -4.206
2 212 3.708 -7.187 2.154 3.705 -7.638 .906
2 212 3.713 -5.329 -4.636 3.65 -12.354 -4.509
2 212 3.65 -12.354 -4.509 3.572 -18.758 -3.378
2 212 3.718 -5.024 -3.208 3.713 -5.329 -4.636
2 212 3.572 -18.78 4.435 3.728 -5.251 4.435
2 212 3.728 -5.251 4.435 3.708 -7.187 2.154
2 212 4.74 0 -4.153 3.725 0 -4.616
2 212 4.565 -5.212 -4.195 4.74 0 -4.153
2 212 3.713 -5.329 -4.636 4.565 -5.212 -4.195
2 212 3.708 -7.187 2.154 5.451 -7.281 2.477
2 212 3.705 -7.655 -.324 3.705 -7.638 .906
2 212 3.706 -7.577 -1.576 3.705 -7.655 -.324
2 212 3.709 -7.123 -2.7 3.706 -7.577 -1.576
2 212 4.74 0 -4.153 5.047 0 -3.421
2 212 4.565 -5.212 -4.195 4.78 -5.176 -3.419
2 212 3.572 -18.78 4.435 3.572 -18.758 -3.378
3 212 3.572 -18.78 4.435 3.728 -5.251 4.435 3.708 -7.187 2.154
3 212 3.572 -18.78 4.435 3.708 -7.187 2.154 3.705 -7.638 .906
3 212 3.572 -18.78 4.435 3.705 -7.638 .906 3.705 -7.655 -.324
3 212 3.572 -18.78 4.435 3.705 -7.655 -.324 3.572 -18.758 -3.378
3 212 3.572 -18.758 -3.378 3.705 -7.655 -.324 3.706 -7.577 -1.576
3 212 3.572 -18.758 -3.378 3.706 -7.577 -1.576 3.709 -7.123 -2.7
3 212 3.572 -18.758 -3.378 3.709 -7.123 -2.7 3.65 -12.354 -4.509
3 212 3.65 -12.354 -4.509 3.709 -7.123 -2.7 3.713 -5.329 -4.636
3 212 3.728 -5.251 4.435 4.993 -5.251 3.517 5.174 -6.262 3.352
3 212 5.451 -7.281 2.477 3.708 -7.187 2.154 5.313 -6.818 2.969
3 212 5.313 -6.818 2.969 3.708 -7.187 2.154 3.728 -5.251 4.435
3 212 3.728 -5.251 4.435 5.174 -6.262 3.352 5.313 -6.818 2.969

* Some faces have to be flipped:

3 25 5.174 -6.262 3.352 6.229 -6.158 3.777 6.269 -7.14 3.493
3 25 6.269 -7.14 3.493 5.313 -6.818 2.969 5.174 -6.262 3.352
3 25 6.296 -4.902 3.737 7.331 -4.873 4.217 7.294 -6.222 4.481
3 25 7.294 -6.222 4.481 6.229 -6.158 3.777 6.296 -4.902 3.737
3 25 6.229 -6.158 3.777 7.294 -6.222 4.481 7.268 -7.894 4.497
3 25 7.268 -7.894 4.497 6.269 -7.14 3.493 6.229 -6.158 3.777
3 25 5.7 -6.106 -3.467 5.699 -7.235 -2.917 6.527 -7.961 -3.451
3 25 6.527 -7.961 -3.451 6.47 -6.639 -3.748 5.7 -6.106 -3.467
3 25 5.584 -7.573 -1.611 6.453 -8.307 -1.952 6.527 -7.961 -3.451
3 25 6.527 -7.961 -3.451 5.699 -7.235 -2.917 5.584 -7.573 -1.611

* I'd say the tail needs an edge:

2 2 2.721 -18.999 13.001 3.866 -20.683 11.815
2 2 3.866 -20.683 11.815 4.187 -22.166 9.909
2 2 4.187 -22.166 9.909 3.381 -22.797 7.916
2 2 3.381 -22.797 7.916 2.042 -23.184 6.258
2 2 2.042 -23.184 6.258 .062 -23.27 5.76
2 2 .062 -23.27 5.76 -2.509 -23.139 6.599
2 2 -2.509 -23.139 6.599 -3.512 -22.667 8.309
2 2 -3.512 -22.667 8.309 -4.147 -22.019 10.567
2 2 -3.512 -22.667 8.309 -3.546 -20.262 12.317
2 2 -3.546 -20.262 12.317 -2.321 -18.756 13.176
2 2 -2.321 -18.756 13.176 .17 -17.847 13.51
2 2 .17 -17.847 13.51 2.721 -18.999 13.001
2 2 -4.147 -22.019 10.567 -3.546 -20.262 12.317

Come back with the result and we can talk about the pattern.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#6
(2024-01-18, 9:16)Willy Tschager Wrote: Dario,

first of all you have to get your unprinted part right. Subfiling is good but apparently the face is not symmetrical:



You have to adjust the left side to your subs. Probably the conds will be off as well. Delete them all and regenerate them at the very end.

* There is an artefact in the nose of s01

* The is an overlap in one leg with the standard studs:

1 47 0 0 0 1 0 0 0 1 0 0 0 1 stug-3x3.dat

* LDPE complains about invisible conds but that will be automatically fixed once you delete/regenerate them

* This part has way too much detail, especially at the inside. All these:

2 4 -4.39 -5.952 2.991 -4.429 -6.633 2.344
2 4 -4.429 -6.633 2.344 -4.46 -7.179 1.825
2 4 -4.46 -7.179 1.825 -4.476 -7.618 .579
2 4 -4.476 -7.618 .579 -4.511 -7.67 -.684
2 4 -4.511 -7.67 -.684 -4.537 -7.524 -2.019
2 4 -4.537 -7.524 -2.019 -4.55 -7.119 -3.234
2 4 -3.648 -9.339 4.435 -3.646 -9.475 3.143
2 4 -3.646 -9.475 3.143 -3.644 -9.775 1.844
2 4 -3.644 -9.775 1.844 -3.642 -10.017 .62
2 4 -3.642 -10.017 .62 -3.642 -10.026 -.506
2 4 -3.642 -10.026 -.506 -3.642 -9.966 -1.843
2 4 -3.642 -9.966 -1.843 -3.644 -9.738 -2.98
2 4 -3.644 -9.738 -2.98 -3.635 -10.152 -4.509
2 4 -3.614 -12.354 4.435 -3.614 -12.354 3.184
2 4 -3.614 -12.354 3.184 -3.614 -12.354 1.933
2 4 -3.614 -12.354 1.933 -3.614 -12.354 .713
2 4 -3.614 -12.354 .713 -3.614 -12.354 -.324
2 4 -3.614 -12.354 -.324 -3.614 -12.354 -1.782
2 4 -3.614 -12.354 -1.782 -3.614 -12.354 -2.841
2 4 -3.614 -12.354 -2.841 -3.614 -12.354 -4.509
2 4 .018 -18.78 5.318 .018 -18.78 4.435
2 4 .018 -18.78 4.435 .018 -18.78 3.295
2 4 .018 -18.78 3.295 .018 -18.78 2.154
2 4 .018 -18.78 2.154 .018 -18.78 .971
2 4 .018 -18.78 .971 .019 -18.778 -.332
2 4 .019 -18.778 -.332 .025 -18.77 -1.618
2 4 .025 -18.77 -1.618 .029 -18.764 -2.498
2 4 -7.057 -2.881 -4.68 -6.775 -3.798 -4.705
2 4 -6.775 -3.798 -4.705 -6.493 -4.714 -4.729
2 4 -6.493 -4.714 -4.729 -6.491 -5.62 -4.637
2 4 -6.491 -5.62 -4.637 -6.479 -6.783 -4.431
2 4 -6.479 -6.783 -4.431 -6.43 -7.935 -3.924
2 4 -6.43 -7.935 -3.924 -6.445 -8.308 -2.325
2 4 -6.445 -8.308 -2.325 -6.458 -8.503 -.591
2 4 -6.458 -8.503 -.591 -6.519 -8.45 1.172
2 4 -6.519 -8.45 1.172 -6.531 -8.09 2.76
2 4 -6.531 -8.09 2.76 -6.455 -7.22 3.542
2 4 -6.455 -7.22 3.542 -6.32 -6.002 4.222
2 4 -6.32 -6.002 4.222 -6.114 -4.575 4.553
2 4 -6.114 -4.575 4.553 -6.49 -3.793 4.028
2 4 -6.49 -3.793 4.028 -6.865 -3.01 3.502
2 4 -6.865 -3.01 3.502 -6.939 0 3.288
2 4 -7.924 -3.85 10.959 -7.95 -3.838 9.154
2 4 -7.95 -3.838 9.154 -7.931 -3.81 6.97
2 4 -7.931 -3.81 6.97 -7.823 -3.76 4.62
2 4 .029 -18.764 -2.498 .033 -18.758 -3.378
2 4 .033 -18.758 -3.378 .033 -20.574 -5.376
2 4 .033 -18.758 -3.378 .033 -24.813 -5.992
2 4 .033 -20.574 -5.376 .033 -24.813 -5.992

and many more should be deleted and the surface rebuild:

3 212 4.993 -5.251 3.517 6.296 -4.902 3.737 6.229 -6.158 3.777
3 212 6.229 -6.158 3.777 5.174 -6.262 3.352 4.993 -5.251 3.517
3 212 7.268 -7.894 4.497 6.49 -8.402 3.085 6.269 -7.14 3.493
3 212 7.268 -7.894 4.497 7.268 -9.837 3.905 6.49 -8.402 3.085
3 212 6.269 -7.14 3.493 6.49 -8.402 3.085 5.451 -7.281 2.477
3 212 5.451 -7.281 2.477 5.313 -6.818 2.969 6.269 -7.14 3.493
3 212 5.761 -4.626 -3.512 6.53 -5.513 -3.845 6.601 -4.687 -3.877
3 212 5.7 -6.106 -3.467 6.53 -5.513 -3.845 5.761 -4.626 -3.512
3 212 5.7 -6.106 -3.467 6.47 -6.639 -3.748 6.53 -5.513 -3.845
3 212 6.601 -4.687 -3.877 5.759 -2.927 -3.393 5.761 -4.626 -3.512
3 212 6.601 -4.687 -3.877 7.047 -2.972 -3.646 5.759 -2.927 -3.393
3 212 7.182 0 -3.65 5.759 -2.927 -3.393 7.047 -2.972 -3.646
3 212 5.047 0 -3.421 5.759 -2.927 -3.393 7.182 0 -3.65
3 212 5.759 -2.927 -3.393 5.047 0 -3.421 5.079 -4.515 -3.429
3 212 5.759 -2.927 -3.393 5.079 -4.515 -3.429 5.761 -4.626 -3.512
3 212 5.761 -4.626 -3.512 5.079 -4.515 -3.429 4.78 -5.176 -3.419
3 212 5.7 -6.106 -3.467 5.761 -4.626 -3.512 4.78 -5.176 -3.419
3 212 5.7 -6.106 -3.467 4.78 -5.176 -3.419 5.699 -7.235 -2.917
3 212 4.78 -5.176 -3.419 3.709 -7.123 -2.7 5.699 -7.235 -2.917
3 212 4.78 -5.176 -3.419 3.718 -5.024 -3.208 3.709 -7.123 -2.7
3 212 6.439 -8.515 1.414 5.451 -7.281 2.477 6.49 -8.402 3.085
3 212 6.439 -8.515 1.414 5.514 -7.528 1.134 5.451 -7.281 2.477
3 212 6.437 -8.469 -.339 5.514 -7.528 1.134 6.439 -8.515 1.414
3 212 6.437 -8.469 -.339 5.561 -7.619 -.229 5.514 -7.528 1.134
3 212 5.584 -7.573 -1.611 5.561 -7.619 -.229 6.437 -8.469 -.339
3 212 5.584 -7.573 -1.611 6.437 -8.469 -.339 6.453 -8.307 -1.952
3 212 7.161 -9.841 1.701 6.439 -8.515 1.414 6.49 -8.402 3.085
3 212 7.161 -9.841 1.701 6.49 -8.402 3.085 7.268 -9.837 3.905
3 212 6.439 -8.515 1.414 7.12 -9.679 -.462 6.437 -8.469 -.339
3 212 6.439 -8.515 1.414 7.161 -9.841 1.701 7.12 -9.679 -.462
3 212 6.453 -8.307 -1.952 6.437 -8.469 -.339 7.12 -9.679 -.462
3 212 6.453 -8.307 -1.952 7.12 -9.679 -.462 7.131 -9.42 -2.334
3 212 7.131 -9.42 -2.334 6.527 -7.961 -3.451 6.453 -8.307 -1.952
3 212 7.131 -9.42 -2.334 7.157 -8.948 -4.206 6.527 -7.961 -3.451
3 212 3.709 -7.123 -2.7 3.718 -5.024 -3.208 3.713 -5.329 -4.636
3 212 4.565 -5.212 -4.195 4.74 0 -4.153 3.725 0 -4.616
3 212 4.565 -5.212 -4.195 3.725 0 -4.616 3.713 -5.329 -4.636
3 212 5.514 -7.528 1.134 3.708 -7.187 2.154 5.451 -7.281 2.477
3 212 5.514 -7.528 1.134 3.705 -7.638 .906 3.708 -7.187 2.154
3 212 5.561 -7.619 -.229 3.705 -7.638 .906 5.514 -7.528 1.134
3 212 5.561 -7.619 -.229 3.705 -7.655 -.324 3.705 -7.638 .906
3 212 5.584 -7.573 -1.611 3.705 -7.655 -.324 5.561 -7.619 -.229
3 212 5.584 -7.573 -1.611 3.706 -7.577 -1.576 3.705 -7.655 -.324
3 212 5.584 -7.573 -1.611 3.709 -7.123 -2.7 3.706 -7.577 -1.576
3 212 5.584 -7.573 -1.611 5.699 -7.235 -2.917 3.709 -7.123 -2.7
3 212 5.079 -4.515 -3.429 4.74 0 -4.153 4.565 -5.212 -4.195
3 212 4.565 -5.212 -4.195 4.78 -5.176 -3.419 5.079 -4.515 -3.429
3 212 4.74 0 -4.153 5.079 -4.515 -3.429 5.047 0 -3.421
3 212 4.565 -5.212 -4.195 3.718 -5.024 -3.208 4.78 -5.176 -3.419
3 212 4.565 -5.212 -4.195 3.713 -5.329 -4.636 3.718 -5.024 -3.208
2 212 7.331 -4.873 4.217 6.296 -4.902 3.737
2 212 6.296 -4.902 3.737 4.993 -5.251 3.517
2 212 5.174 -6.262 3.352 4.993 -5.251 3.517
2 212 5.313 -6.818 2.969 5.174 -6.262 3.352
2 212 7.331 -4.873 4.217 7.294 -6.222 4.481
2 212 7.294 -6.222 4.481 7.268 -7.894 4.497
2 212 7.268 -7.894 4.497 7.268 -9.837 3.905
2 212 7.268 -9.837 3.905 6.49 -8.402 3.085
2 212 5.451 -7.281 2.477 5.313 -6.818 2.969
2 212 6.49 -8.402 3.085 5.451 -7.281 2.477
2 212 6.601 -4.687 -3.877 5.761 -4.626 -3.512
2 212 5.761 -4.626 -3.512 5.7 -6.106 -3.467
2 212 5.7 -6.106 -3.467 5.699 -7.235 -2.917
2 212 5.699 -7.235 -2.917 6.527 -7.961 -3.451
2 212 6.527 -7.961 -3.451 7.157 -8.948 -4.206
2 212 5.759 -2.927 -3.393 5.761 -4.626 -3.512
2 212 7.047 -2.972 -3.646 5.759 -2.927 -3.393
2 212 7.182 0 -3.65 5.047 0 -3.421
2 212 5.047 0 -3.421 5.079 -4.515 -3.429
2 212 5.079 -4.515 -3.429 4.78 -5.176 -3.419
5 212 4.78 -5.176 -3.419 3.709 -7.123 -2.7 5.699 -7.235 -2.917 3.718 -5.024 -3.208
2 212 3.709 -7.123 -2.7 5.699 -7.235 -2.917
2 212 3.718 -5.024 -3.208 3.709 -7.123 -2.7
2 212 4.78 -5.176 -3.419 3.718 -5.024 -3.208
2 212 5.514 -7.528 1.134 5.451 -7.281 2.477
2 212 5.561 -7.619 -.229 5.514 -7.528 1.134
2 212 5.584 -7.573 -1.611 5.561 -7.619 -.229
2 212 5.699 -7.235 -2.917 5.584 -7.573 -1.611
2 212 7.268 -9.837 3.905 7.161 -9.841 1.701
2 212 7.161 -9.841 1.701 7.12 -9.679 -.462
2 212 7.12 -9.679 -.462 7.131 -9.42 -2.334
2 212 7.131 -9.42 -2.334 7.157 -8.948 -4.206
2 212 3.708 -7.187 2.154 3.705 -7.638 .906
2 212 3.713 -5.329 -4.636 3.65 -12.354 -4.509
2 212 3.65 -12.354 -4.509 3.572 -18.758 -3.378
2 212 3.718 -5.024 -3.208 3.713 -5.329 -4.636
2 212 3.572 -18.78 4.435 3.728 -5.251 4.435
2 212 3.728 -5.251 4.435 3.708 -7.187 2.154
2 212 4.74 0 -4.153 3.725 0 -4.616
2 212 4.565 -5.212 -4.195 4.74 0 -4.153
2 212 3.713 -5.329 -4.636 4.565 -5.212 -4.195
2 212 3.708 -7.187 2.154 5.451 -7.281 2.477
2 212 3.705 -7.655 -.324 3.705 -7.638 .906
2 212 3.706 -7.577 -1.576 3.705 -7.655 -.324
2 212 3.709 -7.123 -2.7 3.706 -7.577 -1.576
2 212 4.74 0 -4.153 5.047 0 -3.421
2 212 4.565 -5.212 -4.195 4.78 -5.176 -3.419
2 212 3.572 -18.78 4.435 3.572 -18.758 -3.378
3 212 3.572 -18.78 4.435 3.728 -5.251 4.435 3.708 -7.187 2.154
3 212 3.572 -18.78 4.435 3.708 -7.187 2.154 3.705 -7.638 .906
3 212 3.572 -18.78 4.435 3.705 -7.638 .906 3.705 -7.655 -.324
3 212 3.572 -18.78 4.435 3.705 -7.655 -.324 3.572 -18.758 -3.378
3 212 3.572 -18.758 -3.378 3.705 -7.655 -.324 3.706 -7.577 -1.576
3 212 3.572 -18.758 -3.378 3.706 -7.577 -1.576 3.709 -7.123 -2.7
3 212 3.572 -18.758 -3.378 3.709 -7.123 -2.7 3.65 -12.354 -4.509
3 212 3.65 -12.354 -4.509 3.709 -7.123 -2.7 3.713 -5.329 -4.636
3 212 3.728 -5.251 4.435 4.993 -5.251 3.517 5.174 -6.262 3.352
3 212 5.451 -7.281 2.477 3.708 -7.187 2.154 5.313 -6.818 2.969
3 212 5.313 -6.818 2.969 3.708 -7.187 2.154 3.728 -5.251 4.435
3 212 3.728 -5.251 4.435 5.174 -6.262 3.352 5.313 -6.818 2.969

* Some faces have to be flipped:

3 25 5.174 -6.262 3.352 6.229 -6.158 3.777 6.269 -7.14 3.493
3 25 6.269 -7.14 3.493 5.313 -6.818 2.969 5.174 -6.262 3.352
3 25 6.296 -4.902 3.737 7.331 -4.873 4.217 7.294 -6.222 4.481
3 25 7.294 -6.222 4.481 6.229 -6.158 3.777 6.296 -4.902 3.737
3 25 6.229 -6.158 3.777 7.294 -6.222 4.481 7.268 -7.894 4.497
3 25 7.268 -7.894 4.497 6.269 -7.14 3.493 6.229 -6.158 3.777
3 25 5.7 -6.106 -3.467 5.699 -7.235 -2.917 6.527 -7.961 -3.451
3 25 6.527 -7.961 -3.451 6.47 -6.639 -3.748 5.7 -6.106 -3.467
3 25 5.584 -7.573 -1.611 6.453 -8.307 -1.952 6.527 -7.961 -3.451
3 25 6.527 -7.961 -3.451 5.699 -7.235 -2.917 5.584 -7.573 -1.611

* I'd say the tail needs an edge:

2 2 2.721 -18.999 13.001 3.866 -20.683 11.815
2 2 3.866 -20.683 11.815 4.187 -22.166 9.909
2 2 4.187 -22.166 9.909 3.381 -22.797 7.916
2 2 3.381 -22.797 7.916 2.042 -23.184 6.258
2 2 2.042 -23.184 6.258 .062 -23.27 5.76
2 2 .062 -23.27 5.76 -2.509 -23.139 6.599
2 2 -2.509 -23.139 6.599 -3.512 -22.667 8.309
2 2 -3.512 -22.667 8.309 -4.147 -22.019 10.567
2 2 -3.512 -22.667 8.309 -3.546 -20.262 12.317
2 2 -3.546 -20.262 12.317 -2.321 -18.756 13.176
2 2 -2.321 -18.756 13.176 .17 -17.847 13.51
2 2 .17 -17.847 13.51 2.721 -18.999 13.001
2 2 -4.147 -22.019 10.567 -3.546 -20.262 12.317

Come back with the result and we can talk about the pattern.

w.

Apart from the artifact on the nose, I understood very little of the things you asked me to correct... I see them as extremely complicated riddles Smile) I'm trying to understand. How is the visualization you posted made, is it still done in the LD Part Editor?
Reply
RE: help to understand making process
#7
(2024-01-17, 21:40)Dario Wrote:  This software is truly challenging to understand. Would it be possible to have a video tutorial explaining the entire process of this baby kitten from start to finish?"
These are not really tutorials, but I recorded some videos during the cleaning process of Stuntz ramp https://library.ldraw.org/tracker/26320 . Maybe they can give you some hints...
https://youtu.be/mWl-uuWrdAg
https://youtu.be/HvORiDPT3zg
https://youtu.be/e__fRgMRH78
https://youtu.be/BxWt0rImSRo
https://youtu.be/zQ6_OA-B5F4
https://youtu.be/sNaL6HVxgb0
https://youtu.be/NymOZh_Qt_c
https://youtu.be/AwjtaPO9d8s
https://youtu.be/dSIxncnLhuU
https://youtu.be/_4X0cwib9es
Reply
RE: help to understand making process
#8
(2024-01-18, 10:18)Dario Wrote: Apart from the artifact on the nose, I understood very little of the things you asked me to correct... I see them as extremely complicated riddles Smile) I'm trying to understand. How is the visualization you posted made, is it still done in the LD Part Editor?

Reviewer at the PT communicate with code lines to highlight a problem. Open your s01 in LDPE and copy:

1 47 0 0 0 1 0 0 0 1 0 0 0 1 stug-3x3.dat

to the top/bottom in the text editor in LDPE:

   

Do you know how to handle/move vertices?

w.
LEGO ergo sum
Reply
RE: help to understand making process
#9
(2024-01-18, 12:43)Willy Tschager Wrote: Reviewer at the PT communicate with code lines to highlight a problem. Open your s01 in LDPE and copy:

1 47 0 0 0 1 0 0 0 1 0 0 0 1 stug-3x3.dat

to the top/bottom in the text editor in LDPE:



Do you know how to handle/move vertices?

w.

ok for now i think i do:
artefact in the nose delete. easy
overlap in one leg  i move triangle and not vertex not so easy vertex don't move.
tail edge
i execute some tool:  edger, rectifier. mesh reduce.
i dont understand asymmetrical face, flip face, and what vertex i need to delete and how rebuild surface.
sorry, with this software seem i'm stupid... but i have a lot of difficult to make some easy step.

until yesterday i dont be able to do nothing.
thanks for you patience.
d.


Attached Files
.dat   80686s01n.dat (Size: 272.51 KB / Downloads: 2)
Reply
RE: help to understand making process
#10
(2024-01-18, 15:06)Dario Wrote: overlap in one leg  i move triangle and not vertex not so easy  vertex don't move.

   

1. Select "Orient the manipulator to the world"
2. Select "Move adjacent data" (otherwise your vertices won't move)
    Toggle selection through transparent objects (otherwise you cannot select through the transparent stud)
3. Select "Vertex mode"
4. Press the "Select" button (within 6.) and select all the vertices along that hypothetical line which should me moved. The selected vertices turn red.
5. Select "Move the manipulator to the nearest vertex"
6. Switch from the selection mode to the move mode (the manipulator becomes visible)
7. Use the x and z arrows to move all vertices out of the stud

Use the Snapping grid (near the world icon) to finetune your movements. You have to hover over the arrows until they switch to a yellow color to activate the actual movement. The vertices will only move as long as the arrows are yellow. Experiment with the selection/movement.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#11
(2024-01-18, 21:36)Willy Tschager Wrote: 1. Select "Orient the manipulator to the world"
2. Select "Move adjacent data" (otherwise your vertices won't move)
    Toggle selection through transparent objects (otherwise you cannot select through the transparent stud)
3. Select "Vertex mode"
4. Press the "Select" button (within 6.) and select all the vertices along that hypothetical line which should me moved. The selected vertices turn red.
5. Select "Move the manipulator to the nearest vertex"
6. Switch from the selection mode to the move mode (the manipulator becomes visible)
7. Use the x and z arrows to move all vertices out of the stud

Use the Snapping grid (near the world icon) to finetune your movements. You have to hover over the arrows until they switch to a yellow color to activate the actual movement. The vertices will only move as long as the arrows are yellow. Experiment with the selection/movement.

w.

i think i fix this part.

What is the purpose of drawing the edges?


Attached Files
.dat   80686s01.dat (Size: 298.65 KB / Downloads: 2)
Reply
RE: help to understand making process
#12
(2024-01-19, 12:07)Dario Wrote: What is the purpose of drawing the edges?

Please elaborate. What do you mean?

w.
LEGO ergo sum
Reply
RE: help to understand making process
#13
(2024-01-19, 12:07)Dario Wrote: i think i fix this part.

* IMHO you moved it out too much. All your manipulations should be very subtle. Set the fine grid to 0.001 if it isn't already set by default.

* It's not a good idea to use MeshReducer at this stage. Like Edger2 this should be part of the beauty-pass.

Below my file. Continue with that.


.dat   80686s01.dat (Size: 190.7 KB / Downloads: 3)

w.
LEGO ergo sum
Reply
RE: help to understand making process
#14
   

Time to adjust the s01 mesh to s02 and s03. Substitute the stud with the subs. You'll see that there is a gap around the left eye 'cos the mesh is not symmetrical:

1. Select "Move adjacent data" (otherwise your vertices won't move)
2. Select "Vertex mode"
3. Press the "Select" button and after you have zoomed in very close ...

(It could happen that your screen gets darker and darker the more you zoom in. Just double-click one of the neighboring triangles of the vertex your are zooming in). 

4. ... select the vertex of the mesh. If the "Vertex data" doesn't pop-up you selected erroneously also the vertex of the sub.
   Press the CRTL (STRG) button on your keyboard and select the neighboring vertex of the sub.
5. You're going to merge the vertex of the mesh to the vertex of the sub by "Action ... -> Merge to Last Selected Vertex (CRTL+E)".

* Repeat this for all the vertices around the sub.

* Check out the other "Merge" features. Try out "Merge to Nearest Vertex (CTRL+N)" with just selecting the vertex of the mesh. See what happens if you select also the vertex of the sub by accident.

* Do the same work for the nose.

* Save and run Tools ... -> Edger2 with "Unmatched edges only". If some red edges get generated you missed merging those vertices.

Post your file.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#15
(2024-01-19, 15:07)Willy Tschager Wrote: Time to adjust the s01 mesh to s02 and s03. Substitute the stud with the subs. You'll see that there is a gap around the left eye 'cos the mesh is not symmetrical:

1. Select "Move adjacent data" (otherwise your vertices won't move)
2. Select "Vertex mode"
3. Press the "Select" button and after you have zoomed in very close ...

(It could happen that your screen gets darker and darker the more you zoom in. Just double-click one of the neighboring triangles of the vertex your are zooming in). 

4. ... select the vertex of the mesh. If the "Vertex data" doesn't pop-up you selected erroneously also the vertex of the sub.
   Press the CRTL (STRG) button on your keyboard and select the neighboring vertex of the sub.
5. You're going to merge the vertex of the mesh to the vertex of the sub by "Action ... -> Merge to Last Selected Vertex (CRTL+E)".

* Repeat this for all the vertices around the sub.

* Check out the other "Merge" features. Try out "Merge to Nearest Vertex (CTRL+N)" with just selecting the vertex of the mesh. See what happens if you select also the vertex of the sub by accident.

* Do the same work for the nose.

* Save and run Tools ... -> Edger2 with "Unmatched edges only". If some red edges get generated you missed merging those vertices.

Post your file.

w.

vertex for nose and eye are fix but there a problem with the central vertex of the two nose sub...


Attached Files Thumbnail(s)
       
Reply
RE: help to understand making process
#16
(2024-01-19, 18:15)Dario Wrote: vertex for nose and eye are fix but there a problem with the central vertex of the two nose sub...

fixed- i mod vertex of supbart
I Need some fix before send file some red edges


Attached Files Thumbnail(s)
       
Reply
RE: help to understand making process
#17
(2024-01-20, 8:37)Dario Wrote: fixed- i mod vertex of supbart



I'm glad you figured out the problem was in the sub. You could obviously set the x value to 0 for all four vertices in the text editor, but I'm gonna show you a faster way to fix this kind of error.

   

1. Select "Vertex mode"
2. Select the 4 vertices which should become X=0
3. "Actions ... -> Set X/Y/Z for (selection)
4. Tick X in the dialog and confirm

   

Since you are there you should fix your title

* Choose a description which is appropriate for LDraw and not completely different from BL. The header specs are here:

https://www.ldraw.org/article/398.html

* The slash after the "s" in Name is actually a Backslash!!!

1. Place the cursor in the text editor where the part type is missing
2. Activate "Insert Objects Behind Cursor Position" or all inserts will be added at the bottom of the file in the text editor. This is also true for triangles, quads, prims ...
   Hit "Add a comment or a header entry"
3. In the dialog tick "Unofficial" and select "Subpart" from the drop-down menu.
4. You get a preview of the result
5. "Append or insert line" Based on the setting in step 2.

Your final header should look like this:

0 ~Animal Kitten Standing - Nose
0 Name: s\80686s02.dat
0 Author: Dario Fol [dariofol]
0 !LDRAW_ORG Unofficial_Subpart
0 !LICENSE Licensed under CC BY 4.0 : see CAreadme.txt

0 BFC CERTIFY CCW

Correct all header in the subs and the main part.

   

Since this is a small file I'll show you the concept about concave and convex combination of triangles

1. "Create a new line..." across the two triangles at the bottom.
2. You'll notice that the 31 - Lavender colored line is below the 4 - Red colored line.

* Rotate your part and observe that the split between these two triangles somehow point to the center of the part in prospect of the surrounding triangles. These two triangles are concave. They have to flipped so that the split point "outwards" and lines up with the red line.

* Select the two triangles
* "Actions... -> Flip / Rotate Vertices, Lines and Faces or hit the F key

There is no rule if a pair has the right orientation. You have to rotate it and watch how it shading behaves. Here's the final code after I flipped and "Rectified" the faces:

4 16 -1.384 -27.209 -19.433 .016 -27.426 -19.513 .016 -29.013 -19.098 -1.726 -28.879 -18.945
3 16 -1.349 -25.006 -19.433 .016 -24.893 -19.475 .016 -27.426 -19.513
3 16 .016 -27.426 -19.513 -1.384 -27.209 -19.433 -1.349 -25.006 -19.433
3 16 .016 -23.076 -18.954 .016 -24.893 -19.475 -1.349 -25.006 -19.433
3 16 -1.349 -25.006 -19.433 -1.602 -23.375 -18.859 .016 -23.076 -18.954
3 16 -1.726 -28.879 -18.945 -2.766 -27.885 -18.805 -2.301 -26.954 -19.193
3 16 -2.301 -26.954 -19.193 -1.384 -27.209 -19.433 -1.726 -28.879 -18.945
3 16 -1.349 -25.006 -19.433 -1.384 -27.209 -19.433 -2.301 -26.954 -19.193
3 16 -1.349 -25.006 -19.433 -2.301 -26.954 -19.193 -2.267 -25.151 -19.131
3 16 -1.602 -23.375 -18.859 -1.349 -25.006 -19.433 -2.267 -25.151 -19.131
3 16 -2.267 -25.151 -19.131 -2.687 -24.241 -18.726 -1.602 -23.375 -18.859
3 16 -2.267 -25.151 -19.131 -2.301 -26.954 -19.193 -3.421 -26.692 -18.768
3 16 -2.267 -25.151 -19.131 -3.421 -26.692 -18.768 -3.433 -25.261 -18.65
3 16 -2.267 -25.151 -19.131 -3.433 -25.261 -18.65 -2.687 -24.241 -18.726
3 16 -3.421 -26.692 -18.768 -2.301 -26.954 -19.193 -2.766 -27.885 -18.805

Reviewers at the PT will color the pair of triangles they feel are concave and need flipping.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#18
(2024-01-20, 11:42)Willy Tschager Wrote: I'm glad you figured out the problem was in the sub. You could obviously set the x value to 0 for all four vertices in the text editor, but I'm gonna show you a faster way to fix this kind of error.



1. Select "Vertex mode"
2. Select the 4 vertices which should become X=0
3. "Actions ... -> Set X/Y/Z for (selection)
4. Tick X in the dialog and confirm



Since you are there you should fix your title

* Choose a description which is appropriate for LDraw and not completely different from BL. The header specs are here:

https://www.ldraw.org/article/398.html

* The slash after the "s" in Name is actually a Backslash!!!

1. Place the cursor in the text editor where the part type is missing
2. Activate "Insert Objects Behind Cursor Position" or all inserts will be added at the bottom of the file in the text editor. This is also true for triangles, quads, prims ...
   Hit "Add a comment or a header entry"
3. In the dialog tick "Unofficial" and select "Subpart" from the drop-down menu.
4. You get a preview of the result
5. "Append or insert line" Based on the setting in step 2.

Your final header should look like this:

0 ~Animal Kitten Standing - Nose
0 Name: s\80686s02.dat
0 Author: Dario Fol [dariofol]
0 !LDRAW_ORG Unofficial_Subpart
0 !LICENSE Licensed under CC BY 4.0 : see CAreadme.txt

0 BFC CERTIFY CCW

Correct all header in the subs and the main part.



Since this is a small file I'll show you the concept about concave and convex combination of triangles

1. "Create a new line..." across the two triangles at the bottom.
2. You'll notice that the 31 - Lavender colored line is below the 4 - Red colored line.

* Rotate your part and observe that the split between these two triangles somehow point to the center of the part in prospect of the surrounding triangles. These two triangles are concave. They have to flipped so that the split point "outwards" and lines up with the red line.

* Select the two triangles
* "Actions... -> Flip / Rotate Vertices, Lines and Faces or hit the F key

There is no rule if a pair has the right orientation. You have to rotate it and watch how it shading behaves. Here's the final code after I flipped and "Rectified" the faces:

4 16 -1.384 -27.209 -19.433 .016 -27.426 -19.513 .016 -29.013 -19.098 -1.726 -28.879 -18.945
3 16 -1.349 -25.006 -19.433 .016 -24.893 -19.475 .016 -27.426 -19.513
3 16 .016 -27.426 -19.513 -1.384 -27.209 -19.433 -1.349 -25.006 -19.433
3 16 .016 -23.076 -18.954 .016 -24.893 -19.475 -1.349 -25.006 -19.433
3 16 -1.349 -25.006 -19.433 -1.602 -23.375 -18.859 .016 -23.076 -18.954
3 16 -1.726 -28.879 -18.945 -2.766 -27.885 -18.805 -2.301 -26.954 -19.193
3 16 -2.301 -26.954 -19.193 -1.384 -27.209 -19.433 -1.726 -28.879 -18.945
3 16 -1.349 -25.006 -19.433 -1.384 -27.209 -19.433 -2.301 -26.954 -19.193
3 16 -1.349 -25.006 -19.433 -2.301 -26.954 -19.193 -2.267 -25.151 -19.131
3 16 -1.602 -23.375 -18.859 -1.349 -25.006 -19.433 -2.267 -25.151 -19.131
3 16 -2.267 -25.151 -19.131 -2.687 -24.241 -18.726 -1.602 -23.375 -18.859
3 16 -2.267 -25.151 -19.131 -2.301 -26.954 -19.193 -3.421 -26.692 -18.768
3 16 -2.267 -25.151 -19.131 -3.421 -26.692 -18.768 -3.433 -25.261 -18.65
3 16 -2.267 -25.151 -19.131 -3.433 -25.261 -18.65 -2.687 -24.241 -18.726
3 16 -3.421 -26.692 -18.768 -2.301 -26.954 -19.193 -2.766 -27.885 -18.805

Reviewers at the PT will color the pair of triangles they feel are concave and need flipping.

w.
Ok, I think I've done everything you told me. I flipped the triangles, but I'm unsure whether I should focus on the concave/convex triangles for parts covered with the pattern, or if I need to view the entire figure to identify any triangles that need flipping.
i very appreciate your help.


Attached Files
.dat   80686.dat (Size: 557 bytes / Downloads: 3)
.dat   80686s01.dat (Size: 190.52 KB / Downloads: 1)
.dat   80686s02.dat (Size: 1.59 KB / Downloads: 2)
.dat   80686s03.dat (Size: 712 bytes / Downloads: 2)
Reply
RE: help to understand making process
#19
(2024-01-20, 18:09)Dario Wrote: Ok, I think I've done everything you told me. I flipped the triangles, but I'm unsure whether I should focus on the concave/convex triangles for parts covered with the pattern, or if I need to view the entire figure to identify any triangles that need flipping.

* Deciding to flip or not you should always look at the faces surrounding your pair. For example isolated the eye look fine. Inserted into the body it is my feeling that these:

3 82 -1.899 -32.322 -14.681 -4.416 -32.773 -13.12 -3.331 -31.114 -14.748
3 82 -1.899 -32.322 -14.681 -2.097 -33.857 -13.395 -4.416 -32.773 -13.12

should be flipped.

* The header of the main part is not correct:

0 Animal Kitten stading - body
0 Name: 80686.dat
0 Author: dario fol [<dariofol>]
0 !LDRAW_ORG Subpart UPDATE
0 !LICENSE Licensed under CC BY 4.0 : see CAreadme.txt
0 BFC CERTIFY CCW

0 !HISTORY 2024-01-11 {LEGO Instructions App} Original part shape
0 !HISTORY 2024-01-15 [Philo] File preparation for LDraw Parts Tracker

the correct header looks like this:

0 Animal Kitten Stading
0 Name: 80686.dat
0 Author: Dario Fol [dariofol]
0 !LDRAW_ORG Unofficial_Part
0 !LICENSE Licensed under CC BY 4.0 : see CAreadme.txt

0 BFC CERTIFY CCW

0 !HISTORY 2024-01-11 {LEGO Instructions App} Original part shape
0 !HISTORY 2024-01-21 [dariofol] File preparation for LDraw Parts Tracker

A well build header is essential. Put as much attention to it as you do for the mesh.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#20
(2024-01-21, 12:56)Willy Tschager Wrote: * Deciding to flip or not you should always look at the faces surrounding your pair. For example isolated the eye look fine. Inserted into the body it is my feeling that these:

3 82 -1.899 -32.322 -14.681 -4.416 -32.773 -13.12 -3.331 -31.114 -14.748
3 82 -1.899 -32.322 -14.681 -2.097 -33.857 -13.395 -4.416 -32.773 -13.12

should be flipped.

* The header of the main part is not correct:

0 Animal Kitten stading - body
0 Name: 80686.dat
0 Author: dario fol [<dariofol>]
0 !LDRAW_ORG Subpart UPDATE
0 !LICENSE Licensed under CC BY 4.0 : see CAreadme.txt
0 BFC CERTIFY CCW

0 !HISTORY 2024-01-11 {LEGO Instructions App} Original part shape
0 !HISTORY 2024-01-15 [Philo] File preparation for LDraw Parts Tracker

the correct header looks like this:

0 Animal Kitten Stading
0 Name: 80686.dat
0 Author: Dario Fol [dariofol]
0 !LDRAW_ORG Unofficial_Part
0 !LICENSE Licensed under CC BY 4.0 : see CAreadme.txt

0 BFC CERTIFY CCW

0 !HISTORY 2024-01-11 {LEGO Instructions App} Original part shape
0 !HISTORY 2024-01-21 [dariofol] File preparation for LDraw Parts Tracker

A well build header is essential. But as much attention to it as you do for the mesh.

w.

sorry for header I made a bit of confusion with the files.
Reply
RE: help to understand making process
#21
Before you are going to run MeshReducer you are going to get rid off the conds if you haven't done already, as you will regenerate them at the very end:

* "Select... -> Nothing -> Conditional lines -> ...All." All conds should be selected.
* Delete them
* "Select... -> All types. Not restoring what should be selected, will cause much trouble later, when you try to select something and apparently nothing happens.

I take for granted that you saved often and more important that you saved the various stages of the cleansing as you were moving along.

   

1. "Decolor part" to ease MeshReducers work.
2. "Tools... -> MeshReducer. This will take multiple passages.

   

Meshreducer is a fine tool but as with all automated processes, sometimes the result is a bit off. Check the colored areas.

   

Especially the area between the eyes looks strange and zooming in you will see that there is a looong stretched triangle. Long stretched triangles are always to be avoided, as they will give renderer (especially raytracer) a hard time, because of the time needed to calculate the anti-aliasing.

You have to delete those triangles and rebuild them from scratch.

1. "Create a new triangle..." or "Create a new quad..."

In the attached file I fixed some of the triangles and flipped some others. Try to understand why I rebuild that area and how I designed the new mesh.


.dat   80686s01.dat (Size: 118.73 KB / Downloads: 2)

Just post your s01 file.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#22
(2024-01-21, 13:19)Willy Tschager Wrote: Before you are going to run MeshReducer you are going to get rid off the conds if you haven't done already, as you will regenerate them at the very end:

* "Select... -> Nothing -> Conditional lines -> ...All." All conds should be selected.
* Delete them
* "Select... -> All types. Not restoring what should be selected, will cause much trouble later, when you try to select something and apparently nothing happens.

I take for granted that you saved often and more important that you saved the various stages of the cleansing as you were moving along.



1. "Decolor part" to ease MeshReducers work.
2. "Tools... -> MeshReducer. This will take multiple passages.



Meshreducer is a fine tool but as with all automated processes, sometimes the result is a bit off. Check the colored areas.



Especially the area between the eyes looks strange and zooming in you will see that there is a looong stretched triangle. Long stretched triangles are always to be avoided, as they will give renderer (especially raytracer) a hard time, because of the time needed to calculate the anti-aliasing.

You have to delete those triangles and rebuild them from scratch.

1. "Create a new triangle..." or "Create a new quad..."

In the attached file I fixed some of the triangles and flipped some others. Try to understand why I rebuild that area and how I designed the new mesh.



Just post your s01 file.

w.

i try to understand why, i dont copy completely your work a try to apply on the mesh.


Attached Files
.dat   80686s01.dat (Size: 118.42 KB / Downloads: 3)
Reply
RE: help to understand making process
#23
   

Turning on BFC Mode is best to check if you got your mesh right. Rotating your part you'll notice where you overlooked to add a triangle or where you didn't hit the right vertex.

Try also the other viewing modes and see what they do.

   

As I wrote above, MeshReducer is a fine tool, but not perfect. Your mesh needs further sanding. I'll post a before/after picture where I "CTRL+E" or "CTRL+W", "F" or "6" the vertices.

   

The criteria for merging vertices and reducing detail and complexity - especially on the inside -  was:

* How much detail has the overall part compared to the area I'm sanding?
* Do I need this detail on the inside where noone won't ever see it?

Work on all four legs, check if the stud still fits without overlap:

1 47 0 0 0 1 0 0 0 1 0 0 0 1 stud.dat

(Best is to keep that line at the top and "Toggle Comment" in the Text Editor)

Post.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#24
(2024-01-22, 12:48)Willy Tschager Wrote: Turning on BFC Mode is best to check if you got your mesh right. Rotating your part you'll notice where you overlooked to add a triangle or where you didn't hit the right vertex.

Try also the other viewing modes and see what they do.



As I wrote above, MeshReducer is a fine tool, but not perfect. Your mesh needs further sanding. I'll post a before/after picture where I "CTRL+E" or "CTRL+W", "F" or "6" the vertices.



The criteria for merging vertices and reducing detail and complexity - especially on the inside -  was:

* How much detail has the overall part compared to the area I'm sanding?
* Do I need this detail on the inside where noone won't ever see it?

Work on all four legs, check if the stud still fits without overlap:

1 47 0 0 0 1 0 0 0 1 0 0 0 1 stud.dat

(Best is to keep that line at the top and "Toggle Comment" in the Text Editor)

Post.

w.
merged vertex


Attached Files
.dat   80686s01.dat (Size: 115.73 KB / Downloads: 2)
Reply
RE: help to understand making process
#25
(2024-01-22, 15:58)Dario Wrote: merged vertex
Reply
RE: help to understand making process
#26
* There are still some vertices that could be merged:

2 4 -4.452 -5.205 -4.373 -4.513 -4.519 -4.441
2 4 4.287 0 4.347 4.565 0 4.291
2 4 -4.577 -4.16 4.257 -4.184 -4.084 4.349

   

1. LDPE warns about quads near coplanarity, telling you also the line number:

4 16 3.242 -7.19 -11.568 .077 -7.183 -11.736 .077 -5.012 -11.432 3.209 -5.042 -11.305

double-click on the warning in the "Problems" pane

2. ... and it will show you the corresponding line in the Text Editor. Select the line ...

3. ... and click on "Show Selection in 3D View".

4. This will highlight the quad in the 3D view for further investigation what's wrong.

5. Luckily LDPE offers auto-correction for some errors. Just click "Quick Fix Similar Problems". Needless to say that you have double-check LDPE's fix with all automated processes.

6. Repeat the same with the "Duplicated line". Speaking of lines your kitten is still missing the lines around the tail's base which serve to highlight the steep angle in the mesh. That's why we also call them "Edges". They limit certain areas where the angle between triangle doesn't follow a smooth path.

   

* Time to run "Tools... -> Rectifier". To have more control over the process, let it color the generated quads.
* You'll note that I switched of "Do not convert bordered rhombuses into rect primitives". I'm not a big fan of rotated rects of all kind, 'cos they then to create gaps with touching triangles and quads because of rounding errors. Perfectly horizontal or vertical quads are fine, but then I let Rectifier convert them very selectively choosing what should be converted.

Finally run "Tools... -> Edger2" and post.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#27
i must do the edge around the tail's base?


Attached Files
.dat   80686s01.dat (Size: 258.68 KB / Downloads: 3)
Reply
RE: help to understand making process
#28
(2024-01-23, 14:52)Dario Wrote: i must do the edge around the tail's base?

   

Partly 'cos Edger2 already recognized that they fullfill the threshold for an edge instead of a cond. Your job is now going through the part converting all the conds which looking at them should be edges and viceversa.

1. Select the "Line Mode" which will select lines as well as conds.
2. CRTL and select all conds to complete the circle at the base of the tail. You might switch to BFC Mode to better see the conds.
3. "Conditional Line -> Line"

On the other hand you'll find edges where conds are better suited:

2 25 5.355 -22.01 -5.976 3.753 -22.457 -4.422
2 25 3.753 -22.457 -4.422 1.954 -22.366 -3.831

* Do the opposite "Line -> Conditional Line" for those.

   

Edger is the perfect tool to find flaws in your part. At the bottom of the Text Editor it will list the unmatched edges. Unmatched edges are triggered by:
  • T-Junk
  • Gaps
  • Overlap

* Apparently you didn't delete the looong small triangle I mentioned above between the subs. Fix also the problem in the right front leg. Switch to BFC mode to better identify it.

* De-Color and post.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#29
(2024-01-24, 12:52)Willy Tschager Wrote: Partly 'cos Edger2 already recognized that they fullfill the threshold for an edge instead of a cond. Your job is now going through the part converting all the conds which looking at them should be edges and viceversa.

1. Select the "Line Mode" which will select lines as well as conds.
2. CRTL and select all conds to complete the circle at the base of the tail. You might switch to BFC Mode to better see the conds.
3. "Conditional Line -> Line"

On the other hand you'll find edges where conds are better suited:

2 25 5.355 -22.01 -5.976 3.753 -22.457 -4.422
2 25 3.753 -22.457 -4.422 1.954 -22.366 -3.831

* Do the opposite "Line -> Conditional Line" for those.



Edger is the perfect tool to find flaws in your part. At the bottom of the Text Editor it will list the unmatched edges. Unmatched edges are triggered by:
  • T-Junk
  • Gaps
  • Overlap

* Apparently you didn't delete the looong small triangle I mentioned above between the subs. Fix also the problem in the right front leg. Switch to BFC mode to better identify it.

* De-Color and post.

w.

i dont understand this issue...


Attached Files Thumbnail(s)
   
Reply
RE: help to understand making process
#30
   


* Set "Line Size 0", otherwise the unmatched edge marking the problem will overlap what you are looking for.
* Zoom in very close
* You'll a looong stretched triangle overlapping with the other geometry:

3 212 -1.591 -30.16 -16.494 -2.097 -33.857 -13.395 -1.899 -32.322 -14.681

This triangle has to be deleted. It doesn't belong there.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#31
(2024-01-24, 15:49)Dario Wrote: i dont understand this issue...


Attached Files Thumbnail(s)
   
Reply
RE: help to understand making process
#32
im very sorry... wher's located? i dont see the triangle


Attached Files Thumbnail(s)
   
Reply
RE: help to understand making process
#33
   

These are the vertices of your triangle. You have to zoom in very, very close.

As I already explained here:

https://forums.ldraw.org/thread-27965-po...l#pid52656

"It could happen that your screen gets darker and darker the more you zoom in. Just double-click one of the neighboring triangles of the vertex you are zooming in".

Read also point 6 in:

https://forums.ldraw.org/thread-18260-po...l#pid20717

w.
LEGO ergo sum
Reply
RE: help to understand making process
#34
(2024-01-24, 17:38)Willy Tschager Wrote: These are the vertices of your triangle. You have to zoom in very, very close.

As I already explained here:

https://forums.ldraw.org/thread-27965-po...l#pid52656

"It could happen that your screen gets darker and darker the more you zoom in. Just double-click one of the neighboring triangles of the vertex you are zooming in".

Read also point 6 in:

https://forums.ldraw.org/thread-18260-po...l#pid20717

w.


Attached Files
.dat   80686s01.dat (Size: 258.22 KB / Downloads: 2)
Reply
RE: help to understand making process
#35
   

* There is a remnant edge from the previous mess, which has to be converted to a cond.
* There are vertices which should be merged with the top or bottom vertices of the sloped area.
* On the left leg the vertex in the middle should be deleted altogether and the area rebuild with triangles.

3 212 5.875 -5.015 -10.92 6.818 -3.119 -12.375 6.356 -4.951 -10.503
3 212 6.356 -4.951 -10.503 6.818 -3.119 -12.375 7.712 -3.144 -11.919
3 212 6.356 -4.951 -10.503 7.712 -3.144 -11.919 6.86 -4.873 -10.052
3 212 6.86 -4.873 -10.052 7.712 -3.144 -11.919 8.248 -3.172 -11.026
5 24 6.818 -3.119 -12.375 6.356 -4.951 -10.503 5.875 -5.015 -10.92 7.712 -3.144 -11.919
5 24 6.86 -4.873 -10.052 7.712 -3.144 -11.919 8.248 -3.172 -11.026 6.356 -4.951 -10.503
5 24 6.356 -4.951 -10.503 7.712 -3.144 -11.919 6.86 -4.873 -10.052 6.818 -3.119 -12.375

   

* You've deleted the unmatched edges which correctly don't belong there, but the void has to be filled with two conds. Instead of re-running Edger you're gonna add them manually.
* "Create a new conditional line ..."
* Select the vertices exactly in the shown order and try to understand how conds work. The basics are here:

https://www.ldraw.org/article/218.html#lt5

   

Finally the beauty pass:

1. Select everything in the Text Editor but he header and "Round"

The specs are here: https://www.ldraw.org/article/512.html#precision

Hold the CTRL key and click the rounding icon to see your settings.

2. Sorting is up to you. I at least try to structure my part in a logical :-D order. Lines, prims, triangles and quads, conds last

3. HISTORY also belongs to the main file and should be deleted.

4. Delete the sub refs as they go to the main file and don't belong here.

* Check everything twice, fix your header, de-color once more. Save.

   

* Open your main file and insert all subs. Documenting them is a nice gesture for the reviewer.

* Before you save run Edger once again. (Edger is your friend - always). If it fines some conds in the middle it is fine. If some unmatched edges are found as well you've got a problem and have to back to the subs.

The kitten is ready for submission? Almost. You will check it's visual quality in LDView and the code in DatHeader.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#36
(2024-01-25, 13:13)Willy Tschager Wrote: * There is a remnant edge from the previous mess, which has to be converted to a cond.
* There are vertices which should be merged with the top or bottom vertices of the sloped area.
* On the left leg the vertex in the middle should be deleted altogether and the area rebuild with triangles.

3 212 5.875 -5.015 -10.92 6.818 -3.119 -12.375 6.356 -4.951 -10.503
3 212 6.356 -4.951 -10.503 6.818 -3.119 -12.375 7.712 -3.144 -11.919
3 212 6.356 -4.951 -10.503 7.712 -3.144 -11.919 6.86 -4.873 -10.052
3 212 6.86 -4.873 -10.052 7.712 -3.144 -11.919 8.248 -3.172 -11.026
5 24 6.818 -3.119 -12.375 6.356 -4.951 -10.503 5.875 -5.015 -10.92 7.712 -3.144 -11.919
5 24 6.86 -4.873 -10.052 7.712 -3.144 -11.919 8.248 -3.172 -11.026 6.356 -4.951 -10.503
5 24 6.356 -4.951 -10.503 7.712 -3.144 -11.919 6.86 -4.873 -10.052 6.818 -3.119 -12.375



* You've deleted the unmatched edges which correctly don't belong there, but the void has to be filled with two conds. Instead of re-running Edger you're gonna add them manually.
* "Create a new conditional line ..."
* Select the vertices exactly in the shown order and try to understand how conds work. The basics are here:

https://www.ldraw.org/article/218.html#lt5



Finally the beauty pass:

1. Select everything in the Text Editor but he header and "Round"

The specs are here: https://www.ldraw.org/article/512.html#precision

Hold the CTRL key and click the rounding icon to see your settings.

2. Sorting is up to you. I at least try to structure my part in a logical :-D order. Lines, prims, triangles and quads, conds last

3. HISTORY also belongs to the main file and should be deleted.

4. Delete the sub refs as they go to the main file and don't belong here.

* Check everything twice, fix your header, de-color once more. Save.



* Open your main file and insert all subs. Documenting them is a nice gesture for the reviewer.

* Before you save run Edger once again. (Edger is your friend - always). If it fines some conds in the middle it is fine. If some unmatched edges are found as well you've got a problem and have to back to the subs.

The kitten is ready for submission? Almost. You will check it's visual quality in LDView and the code in DatHeader.

w.

seem ok, datheader give some error for installation... but seem no error on file.


Attached Files Thumbnail(s)
   

.dat   80686.dat (Size: 589 bytes / Downloads: 3)
.dat   80686s02.dat (Size: 1.59 KB / Downloads: 3)
.dat   80686s03.dat (Size: 713 bytes / Downloads: 4)
.dat   80686s01.dat (Size: 255.29 KB / Downloads: 3)
Reply
RE: help to understand making process
#37
   

You are going to prepare your template for LDPC.

* Take your main file.
* Color the subfiles.
* "Inline selection recursively"

   

* Remove all edges, conds and the back of the kitten 'til you've got only the outline looking from the front with no faces overlaying each other.

   

* Start LDPC and "File -> Import from DAT -> Project on XY Plane (-Z, Front)

!!! Read https://forums.ldraw.org/thread-27173.html !!!

   

The only restriction you have are the boundaries of the original triangles and the split. All vertices have to lay on that line.

w.
LEGO ergo sum
Reply
RE: help to understand making process
#38
(2024-01-26, 13:02)Willy Tschager Wrote: You are going to prepare your template for LDPC.

* Take your main file.
* Color the subfiles.
* "Inline selection recursively"



* Remove all edges, conds and the back of the kitten 'til you've got only the outline looking from the front with no faces overlaying each other.



* Start LDPC and "File -> Import from DAT -> Project on XY Plane (-Z, Front)

!!! Read https://forums.ldraw.org/thread-27173.html !!!



The only restriction you have are the boundaries of the original triangles and the split. All vertices have to lay on that line.

w.

i try to read all the post that you linked... but seem all very complex...
how i can allign BG to part? The M button dont work on the ld pattern creator to rotate 3d part? the forntal pic dont have the same perspective.


Attached Files
.png   11.PNG (Size: 165.28 KB / Downloads: 190)
Reply
RE: help to understand making process
#39
(2024-01-26, 16:18)Dario Wrote: i try to read all the post that you linked... but seem all very complex...
how i can allign BG to part? The M button dont work on the ld pattern creator to rotate 3d part? the forntal pic dont have the same perspective.

Could you guide me, if you're willing, as you did for the LD Part Creator?"
Reply
RE: help to understand making process
#40
Do you own the part? If the answer is yes, photograph it with a long lens - everything beyond 80 mm will do. Position the camera in the front at a height that the axis of the lens corresponds with the z-axis of the part. In case you have access only to online resources you should correct all perspective distortions in a photo editor. You cannot correct it in LDPC. LDPC is a 2D editor - con tilt, pan or whatever available.

   

In case the mesh is far off from the final part you have to split the creation as I did with the cat. First the eyes, then the nose.

* Set the opacity to 10% to see through the mesh
* Adjust BG Image
* Use the mouse to move your image, use "Scale" to adjust its size. Move the pic. 'til the eyes are in sync with your colored subs.

Post your LPC file.

w.


PS. What did you try to say by: "The M button dont work on the ld pattern creator..."
LEGO ergo sum
Reply
RE: help to understand making process
#41
(2024-01-27, 8:48)Willy Tschager Wrote: PS. What did you try to say by: "The M button dont work on the ld pattern creator..."

I use the M key to rotate the 3D on the LD PC . it a "d editor ts not possible i understand.
Reply
RE: help to understand making process
#42
(2024-01-27, 9:20)Dario Wrote: I use the M key to rotate the 3D on the LD PC . it a "d editor ts not possible i understand.
I tried something, I attempted just an eye, but it seems more approximate. I don't understand how to create this with precision.

i need to import this lpc file on subpart?
you use a different bg cat reference, this is baby kitten...
I adapted the CAT file with Photoshop on the fly, but I don't know... very unsatisfying result.
Huh


Attached Files Thumbnail(s)
       

.lpc   prova.lpc (Size: 110.77 KB / Downloads: 1)
Reply
RE: help to understand making process
#43
Your source material is off too much, no correction will help.

   

Browsing the net I found this, which seams much more appropriate.

   

1. Adjusted the background image approximately to the width of the ears, to get the basic width correct. Try to fit the eyes into the area of the subs, scale it a bit, adjust ...
My aim was fitting the image as symmetrically as possible into the subs area and at the same time get the central vertex in a hypothetical center of the eye itself. You will later see why.

2. "Add primitive -> ..LDraw primitive... -> ..Circular disc sector.. -> 4-4disc.dat

The disc isn't the pattern. It serves as a guideline to get a fine shaped circle.

3. Positioned the disc right over the vertex and increased the height a bit as the eye looks a bit higher as wide.

   

1. Copy and past your disc and set it aside. The next steps are all trial'n'error and you will probably need a lot of these prims 'cos your values a completely of and you need a fresh start.

2. Make sure you are always in "Primitive Mode"

3. Use the Select, Move, Rotate, Scale commands for the manipulation. The result can be seen in the Transformation matrix.

4. It could be that you need to adjust your background image once again - very, very subtle.

5. Your goal is to distort your disc in way that much of its vertices hit the boundaries of the underlying mesh.

You need just one eye. You will mirror your sub in the patternend version of the kitten. I attach my version below.

Happy fiddling

w.


Attached Files
.lpc   80686_1_-28-02-2024.lpc (Size: 97.94 KB / Downloads: 2)
LEGO ergo sum
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RE: help to understand making process
#44
(2024-01-28, 8:52)Willy Tschager Wrote: Your source material is off too much, no correction will help.



Browsing the net I found this, which seams much more appropriate.



1. Adjusted the background image approximately to the width of the ears, to get the basic width correct. Try to fit the eyes into the area of the subs, scale it a bit, adjust ...
My aim was fitting the image as symmetrically as possible into the subs area and at the same time get the central vertex in a hypothetical center of the eye itself. You will later see why.

2. "Add primitive -> ..LDraw primitive... -> ..Circular disc sector.. -> 4-4disc.dat

The disc isn't the pattern. It serves as a guideline to get a fine shaped circle.

3. Positioned the disc right over the vertex and increased the height a bit as the eye looks a bit higher as wide.



1. Copy and past your disc and set it aside. The next steps are all trial'n'error and you will probably need a lot of these prims 'cos your values a completely of and you need a fresh start.

2. Make sure you are always in "Primitive Mode"

3. Use the Select, Move, Rotate, Scale commands for the manipulation. The result can be seen in the Transformation matrix.

4. It could be that you need to adjust your background image once again - very, very subtle.

5. Your goal is to distort your disc in way that much of its vertices hit the boundaries of the underlying mesh.

You need just one eye. You will mirror your sub in the patternend version of the kitten. I attach my version below.

Happy fiddling

w.

It seems to me that we are good up to this point.


Attached Files
.lpc   prova-28-01.lpc (Size: 79.53 KB / Downloads: 4)
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RE: help to understand making process
#45
Hello: I know I'm coming to late, but here it is the image from Lego BIA.


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RE: help to understand making process
#46
(2024-01-28, 18:02)oJavier Orquera Wrote: Hello: I know I'm coming to late, but here it is the image from Lego BIA.

What Is lego BIA?
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RE: help to understand making process
#47
(2024-01-28, 22:06)Dario Folliero Wrote: What Is lego BIA?

BIA = Building Instructions App
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RE: help to understand making process
#48
(2024-01-28, 23:58)Javier Orquera Wrote: BIA = Building Instructions App
I had read about the app. How can these files or raw files be recovered from the app? Can it be done from the phone, or is it necessary to install some emulator on the PC?
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RE: help to understand making process
#49
(2024-01-28, 15:48)Dario Folliero Wrote: It seems to me that we are good up to this point.

   

I took your file and refined it a bit by setting the:

Move Snap  = 1 (1/1000 LDU)
Rotate Snap = 1 degree

And moved/rotate the prim in order to get the vertices overlaying the mesh.

   

* Copy and paste your prim. It will completely overlap the original prim and become distinguishable only after you start moving and rotate it.
* Scale/Rotate (a tiny bit)/move the second prim 'til it reassembles the white part of the eye and at the same time its vertices become one with the underlying mesh

   

* Select the big prim and "Ungroup" it 'cos you cannot select prims+triangles at the same time

   

* You are going to calculate the intersections between the former prim and the mesh. You could do this for all triangles involved at once but your file will get messy. For the sake of not getting lost I do this vertex for vertex.

* Zoom in to the first vertex
* "Triangle Mode" and select the two triangles whose intersection you wanna calculate.
* "CSG Intersection points"

   

* Zoom in even further
* "Vertex Mode"

* You are interested in the vertex that is in perfect sync with the mesh of the sub. The other two should be deleted.

   

* Repeat this process for all vertices where you need to calculate the intersections between the prim and the mesh.
* A lot of vertices will be generated in the center. Don't care about them. Those can be casually deleted but do NOT delete any vertex of the mesh.
* The result should look like something like this.

By now other authors will say that this is all nonsense, that generating an approximation of the eye - leaving the rest to Slicer - would be sufficient. Well, my way or the highway ;-)

w.
LEGO ergo sum
Reply
RE: help to understand making process
#50
(2024-01-29, 11:03)Willy Tschager Wrote: I took your file and refined it a bit by setting the:

Move Snap  = 1 (1/1000 LDU)
Rotate Snap = 1 degree

And moved/rotate the prim in order to get the vertices overlaying the mesh.



* Copy and paste your prim. It will completely overlap the original prim and become distinguishable only after you start moving and rotate it.
* Scale/Rotate (a tiny bit)/move the second prim 'til it reassembles the white part of the eye and at the same time its vertices become one with the underlying mesh



* Select the big prim and "Ungroup" it 'cos you cannot select prims+triangles at the same time



* You are going to calculate the intersections between the former prim and the mesh. You could do this for all triangles involved at once but your file will get messy. For the sake of not getting lost I do this vertex for vertex.

* Zoom in to the first vertex
* "Triangle Mode" and select the two triangles whose intersection you wanna calculate.
* "CSG Intersection points"



* Zoom in even further
* "Vertex Mode"

* You are interested in the vertex that is in perfect sync with the mesh of the sub. The other two should be deleted.



* Repeat this process for all vertices where you need to calculate the intersections between the prim and the mesh.
* A lot of vertices will be generated in the center. Don't care about them. Those can be casually deleted but do NOT delete any vertex of the mesh.
* The result should look like something like this.

By now other authors will say that this is all nonsense, that generating an approximation of the eye - leaving the rest to Slicer - would be sufficient. Well, my way or the highway ;-)

w.

i have two question:
first: in prmiitive mode with a disc selected if i put in view preference
Move Snap  = 1 (1/1000 LDU)
Rotate Snap = 1 degree
i dont have any change.

second: CSG seem dont make something if vertex is the vertex of the prim and the triangle are the mesh triangle. i think a make some mistake.


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