Activity for Stephen

  • Stephen Stephen posted a comment on ticket #1140

    Another thought is to have an actual g group with only a single face (using an invisible material/texture) with only three vertices. Find the longest distance between the three, and that becomes the arbitrary axis for rotation, or vector for translation if it is a rail. This face does not get "cleaned" by SH3D, and would prevent needing changes elsewhere handling stray vertices.

  • Stephen Stephen posted a comment on ticket #1140

    OK, so I can export a .obj file from blender containing (the "g" naming is irrelevant as this was just a test): ... (snipped cube) ... g Axis_Plane v -1.036215 -0.870979 0.409455 v 1.036215 0.870979 -0.409455 I can import this into SH3D without error, but it looks like SH3D is cleaning the geometry, and removes them. But anyway, that is how I would suggest determining the axis - it would just need SH3D to use them instead of nuking them. I searched "how to rotate in 3d around an arbitrary axis" and...

  • Stephen Stephen posted a comment on ticket #1140

    First time I read this, I think I didn't understand. My idea was to not use part of the visual objects structure to define the hinge. Instead have a separate group (as in obj group) that only consists of two 3D points - also with a special name following the existing scheme. These two points define the axis of rotation for the other sub-parts. The points/axis is rotated by the furniture's main rotation, and then are applied to the hinged sub-parts. My 3D geometry is somewhat basic, and maybe I don't...

  • Stephen Stephen created ticket #1150

    Hinge/Rail parts do not account for objects rotational transformation

  • Stephen Stephen posted a comment on ticket #1147

    Fixed link

  • Stephen Stephen created ticket #1147

    Export/reimport of multiple hinged objects synchronises the hinges

  • Stephen Stephen posted a comment on ticket #1083

    Damn, sorry, it was not the online version. This was desktop Version 7.0, OpenJDK 11.0.10, 64 bit.

  • Stephen Stephen posted a comment on ticket #1083

    It wasn't the paste that behaved oddly. I had no problem with not pasting to a hidden tab. It was the grouping action that grouped the objects, but the group was placed on the hidden tab. This made the grouped items "disappear". In reality they were pasted to the hidden tab. Something I missed to say was this was on levels at the same elevation, where the hidden tab is the active tab, but the objects were still selectable/moveable/etc. Create three levels, 0, 1 & 2. Place a box on level 0, a box...

  • Stephen Stephen posted a comment on ticket #1084

    Here is the full files for convenience, along with originals for reference, and diffs so you can see what was changed for each program. SH3D needs the two source files replacing, building, then just a plain old export as before. Blender needs the two script files replacing, then starting (no build). The two included images will demonstrate what this does, and how to achieve. It works really well for me on a large house with many levels, rooms, and objects.

  • Stephen Stephen modified a comment on ticket #1084

    Here is a first cut of the patch. -- Edited to remove bone headed mistaken half-patch --

  • Stephen Stephen posted a comment on ticket #1084

    Here is a first cut of the patch.

  • Stephen Stephen posted a comment on ticket #1084

    I think I've actually figured out how to do this myself. So my next attachment might be a patch.

  • Stephen Stephen created ticket #1084

    Add "o" to OBJWriter output

  • Stephen Stephen created ticket #1083

    Group objects with hidden tab selected makes objects disappear.

  • Stephen Stephen posted a comment on ticket #39

    Duplicated my comment in the forums, because you might be alerted better from here: THIS IS AWESOME!!!!! Thank-you, thank-you, thank-you. Just one small niggle: If I pan, then orbit, the new point of rotation sticks and it works as hoped. If I pan, then zoom (mouse scroll wheel), the view jumps back to the previous point of rotation, whether that is the center of everything, or the center of the current selection.

  • Stephen Stephen modified a comment on ticket #781

    Hmmm. Strange. Two different methods with two different outcomes for me. The furniture library round-trip worked to fix the holes. Of course this will kill iterative workflow if I have to spend ages to export the scene as obj, import obj to library, import library, place "furniture", export scene to obj, load obj to Blender/Unreal, and then potentially find/fix normals in a fairly massive model. I downloaded Autodesk FBX Converter, and followed your instructions, but I cannot import that double-converted...

  • Stephen Stephen posted a comment on ticket #781

    Hmmm. Strange. Two different methods with two different outcomes for me. The furniture library round-trip worked to fix the holes. Of course this will kill iterative workflow if I have to spend ages to export the scene as obj, import obj to library, import library, place "furniture", export scene to obj, load obj to Blender/Unreal, and then potentially find/fix normals in a fairly massive model. I downloaded Autodesk FBX Converter, and followed your instructions, but I cannot import that double-converted...

  • Stephen Stephen created ticket #781

    Two triangles close to sloped wall mangled on export to obj

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