Sweet Home 3D 6.0

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Test the features and bug fixes of future versions [img]http://www.sweethome3d.com/images/flags/en_small.gif[/img]
3DMR
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Re: Sweet Home 3D 6.0

Post by 3DMR »

By the way, beautifully made, my compliments!
T_R
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Re: Sweet Home 3D 6.0

Post by T_R »

Wow, I just checked the code in obj for a double window. That's so much, I really don't understand.
I created in the last 4 weeks a double door in very special design, extremely realistic. To make it I used SketchUp. Also the dynamic functions to open those doors is programmed.
Just nothing is running after importing the obj to SH3D.
I find have Blender nor the time to work-in for month. Is there someone outside who can help/ explain an old man to find a solution? PM is mostly wellcome
Laptop :ThinkPad 490, WIN11Pro, 64Bit, 8GBRam, 6T Harddrive
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Keet
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Re: Sweet Home 3D 6.0

Post by Keet »

(Posting in this thread because it's where the deformations were introduced.)

The mannequin has a great set of deformations for posing but... the deformations are not numbered like with hinges and rails. This means you can't have multiple mannequins in the same OBJ export because it breaks the deformations. Besides of course that you can't pose the mannequins individually.
I don't know if it's a lot of work but it would be nice if ALL possible deformations were numbered by default. It's not a great issue but it would support consistency in the handling of deformations.

Is there a list of all available deformations? I searched but can't find a complete list. For example the ball deformation is nowhere listed but is used in the MultiAxis example.
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Puybaret
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Re: Sweet Home 3D 6.0

Post by Puybaret »

The list of deformations is at the beginning of ModelManager class.

And explanations are given in this thread about version 6.0, here and here (for ball-arm joints). Then Sweet Home 3D version 7.0 brought new prefixes to specify the moves of shapes relative to other moving shapes.

Actually, prefixes used for mannequin deformation are ball-arm joints, and since version 7.0, they could be replace by sub transformations. Then, you could use how many numbered ball-arm joints as you wish for more than one mannequin in a OBJ file. Nice exercice which requires some patience... If you succeed, please share your result [:)]
Emmanuel Puybaret, Sweet Home 3D creator
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Keet
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Re: Sweet Home 3D 6.0

Post by Keet »

Thank you. Some heavy experimentation to look forward to [:)]
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Keet
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Re: Sweet Home 3D 6.0

Post by Keet »

Just curious: why is it "arm_on_ball" and not "on_ball" like "on_hinge" and "on_rail"?
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Puybaret
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Re: Sweet Home 3D 6.0

Post by Puybaret »

I just used the same naming convention as [font=courier new]opening_on_hinge_[/font], [font=courier new]window_pane_on_hinge_[/font] and [font=courier new]opening_on_rail_[/font]...

Good luck!
Emmanuel Puybaret, Sweet Home 3D creator
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