doors not well represented with thick walls
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show how an open door with thick wall behaves
This problem is present because an "Open door" is just a 3D model like any other one : if the depth of its door frame is increased to match the wall thickness, it will also increase the depth of the door itself.
Note that you have a workaround for this problem: add first a "Door frame" item or a "Service hatch" item to create a hole in the wall, then add an "Open door" item on the wall it while deactivating magnetism (magnetism can be deactivated with the shift key or in Preferences dialog box).
See attached example OpenDoorInThickWall.sh3d.
Note that from version 4.0, the key used to disable magnetism isn't shift anymore, but Alt key under Windows, the cmd key under Mac OS X and the Shift + Alt keys under Linux.
Last edit: Emmanuel Puybaret 2015-02-05
You can just edit the properties of the door (depth) in the door properties dialog instead of deactivating magnetism. But this will make the doorframe jump somewhere outside the wall, so you will also need to place the door back into the wall manually in the properties dialog by editing its X and Y coordinates.
Workaround with a Door frame + an Open door
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The shift key trick didn't work for me.
Is there a way this bug can be fixed properly? I understand the cause (due to assumptions with the way models are expanded when fit to walls), surely you could add a property to say that the depth of the model is related to the width, rather than the depth of the wall ?
I assume this would also be useful for Open Windows too.
Last edit: Anonymous 2016-01-10
It is more than a year that this bug was submitted by tonio.
I am using Sweet Home 3D v.2.6 and open doors on 25cm wall are still looking wrong.
Skarmoutsos, complaining won't make this feature appear faster.
Just use the workaround.
I am curious to see how a solution would work. Using separate objects for door and frame, linked somehow, so one part adjusts to the wall, and the other one does not? And what if the door is widened?
But wouldn't a solution be more difficult than doing it manually? Relatively easy and flexible, see: https://sourceforge.net/p/sweethome3d/d-models/334/
ok
What about solution working as described workaround?
Would be accepted patch if it will render doors (and similar) objects non-scaled, in hole indipendent on model of door?
(Should I try implement it sametime, or it would be rejected as unsystematic?)
Wouldn't it be easy to implement the workaround as a general feature for door placement? It could work like this: Placing a door object onto a wall always creates a matching opening and then the actual door object is placed on one of both sides without steching the matching coordinate.
Jan, I already thought about this solution, but always generating a hole for all doors and windows would remove the ability in Sweet Home 3D to create recesses in a wall. Note also that the workaround I proposed here is far from perfect, because it doesn't manage correctly the frame around the door that protudes from the wall.
But years pass, and it would be nice to propose at least an intermediate solution. Maybe, I could add in furniture libraries a second open door with no protruding frame and another option for doors and windows that would request to generate a hole (this feature would make it also easier to place windows in a round wall). But this new option would also oblige the user to pay attention to the position of the door along the wall depth (and me to program the ability to manage this in the plan!).
From version 5.5, doors and windows always cut out both sides of walls when they are parallel or tangent to them (except for service hatches), and open doors can be resized only proportionally along their width / depth.
This should fix this bug. Thanks for your patience and suggestions.