Sweet Home 3D 6.0
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- bdfd
- Posts: 2614
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Re: Sweet Home 3D 6.0
Amazing !!! [=D>]
Bravo Manu !
[:x]
Bravo Manu !
[:x]
Evil progresses when good people do nothing!
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SH3D 7.1 and nothing else - W11 64b in 4K
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SH3D 7.1 and nothing else - W11 64b in 4K
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ndorigatti
- Posts: 66
- Joined: Fri May 12, 2017 9:54 am
- Country: Italia
Re: Sweet Home 3D 6.0
woow, that's amazing and fast! I'll try to take out some time in the next days to try the deformatiions, and if I understand them, I'll try to update my models!!! thank you!!!
Re: Sweet Home 3D 6.0
@Puybaret
The openings of the doors, windows or furniture work rather well if one keeps in mind a direction and a coherent opening angle relative to the hinges.
When sliding the doors of the default slider window, the display is correct only after changing the wall thickness.
Demo-Studio

By adding 2 cylinders as axes of rotation, it is possible to open the Turn window .

You can also use the "Modify openings..." feature to modify articulated lights.
Wall spotlight

I like it! [=D>]
The openings of the doors, windows or furniture work rather well if one keeps in mind a direction and a coherent opening angle relative to the hinges.
When sliding the doors of the default slider window, the display is correct only after changing the wall thickness.
Demo-Studio
By adding 2 cylinders as axes of rotation, it is possible to open the Turn window .
You can also use the "Modify openings..." feature to modify articulated lights.
Wall spotlight
I like it! [=D>]
EnkoNyito
Re: Sweet Home 3D 6.0
Wow again, I had not thought of that. Yes, there are some possiblities here that are really amazing. Of course, it means that some of us will have to go back and redesign lots and lots of (private) models. Apparently not only windows and doors, but all the lamps too... And come to think of it, I will need to fill my fridge and cupboards.You can also use the "Modify openings..." feature to modify articulated lights.
Quite - thanks for pointing this out discretely. Ignore my previous comment. There you go, one should sometimes read the instructions. [:)]As soon as an object is deformed, its size can be changed only proportionally...
Yes, that would be brilliant. It is sometimes quite timeconsuming to change models with many (similar) surfaces - like the mannequin...allowing multiple selection in the materials list.
Clearly, and I am not sure I have the patience or skill, but the potential is super interesting. And an experienced Blender (or whatever) user, should be able to come up with something. Then again, for my purposes the mannequin is sufficient - putting mannequin(s) in different positions around a construction is a great help in visualising a room at a glance.Feel free to try yourself by moving vertices (or adding some) on the existing model in Blender, but it's a very time-consuming task.
Actually, this all looks very straight-forward. But I will have a problem remembering all of this. Sometimes I have thought about the need for updating the SVG mini manual with advanced properties. With all these new elements to making models, it no longer does SH3D justice...thanks to naming conventions in the 3D model files where are described the various parts of the mannequin, the hinges and their openings, as well as the rails and their sliding parts...
The frame is certainly easier to understand now. But I also would not worry too much about the other models. And I certainly see the rationale for keeping it simple.Finally, I also changed the frame.obj file to use a separated MTL file with clear material names. This kind of object with a double use is already weird enough, not to make it more complicated for beginners! I tend to use predefined colors in the default catalog to simplify code organization, but sometimes I wonder if I shouldn't forget this old habit...
So far, no crashes or strange behaviour.
Thanks, this is lots of fun.
ok
Re: Sweet Home 3D 6.0
Thanks for your comments [:)]
EnkoNyito, thanks for trying modifications on the Turn window and the Wall spotlight. The issue on the latest is that the light sources associated with the 3D model won't rotate themselves, but I have an idea to make it work: if a light source intersects with a rotated part, it sounds logical to make it rotate too.
About your test on the Slider window, this shouldn't happen simply because the windows of this model aren't supposed to go beyond the frame!
Okh, I will be very happy if you update your manual or create another one. But maybe, it will be better to wait for the final release of version 6.0 [;)]
EnkoNyito, thanks for trying modifications on the Turn window and the Wall spotlight. The issue on the latest is that the light sources associated with the 3D model won't rotate themselves, but I have an idea to make it work: if a light source intersects with a rotated part, it sounds logical to make it rotate too.
About your test on the Slider window, this shouldn't happen simply because the windows of this model aren't supposed to go beyond the frame!
Okh, I will be very happy if you update your manual or create another one. But maybe, it will be better to wait for the final release of version 6.0 [;)]
Emmanuel Puybaret, Sweet Home 3D creator
Re: Sweet Home 3D 6.0
Still have not been able to find any anomalies in 6.0. No craches, no beta issues.
Actually I started editing the SVG stuff using proper SVG figures and also changing pressentation slightly now that I know a bit more about SVG paths (and maybe ditching .pdf for proper .html to stick with the non-proprietary approach). Thought of adding something about
- multiple light sources,
- illustrations on window/door properties (sashes/wall distance),
- how to simplify models using your 261 approach,
- and maybe something about Ceciliabr's interesting high-res testing in thread 8292 (but advanced use of lights and optical density may be more in the realm of the rendering/light experts),
- obj g/o prefix [font=courier new]sweethome3d_window_mirror[/font] and now a full catalogue of excitig new prefixes,
- possibly also price information depending on where 6.0 goes - do not think I want to mention that until I know it will bepart of the default interface (even if it is fully available for advanced users already),
- and maybe mention something about Home.xml. For anyone having edited .xml before, it really is a super fast way of changing furniture properties directly without the FurniturePropertyCatalogue detour.
That said - I will be happy to sum up notes into the mini-guide as a reference (which basically is what it is), if anyone has wishes for putting other cheat-sheets into the manual...
Anyway, I am always surprised when I see your priorities for SH3D development. Good news is that they are always pleasant surprises... I really did not see the 6.0 features coming...
Thanks and good luck with the rest of the implementation.
ok
Should be interesting...have an idea to make it work: if a light source intersects with a rotated part, it sounds logical to make it rotate too...
And wait until I get my head around all of these very nice new properties for SH3D models [:)]. It seems to me that it is now possible to create very good models that will work in any context AND have extra custom features in SH3D. Your work on the axes and pivot points of models, really changes the approach to making good models for SH3D... better to wait for the final release of version 6.0...
Actually I started editing the SVG stuff using proper SVG figures and also changing pressentation slightly now that I know a bit more about SVG paths (and maybe ditching .pdf for proper .html to stick with the non-proprietary approach). Thought of adding something about
- multiple light sources,
- illustrations on window/door properties (sashes/wall distance),
- how to simplify models using your 261 approach,
- and maybe something about Ceciliabr's interesting high-res testing in thread 8292 (but advanced use of lights and optical density may be more in the realm of the rendering/light experts),
- obj g/o prefix [font=courier new]sweethome3d_window_mirror[/font] and now a full catalogue of excitig new prefixes,
- possibly also price information depending on where 6.0 goes - do not think I want to mention that until I know it will bepart of the default interface (even if it is fully available for advanced users already),
- and maybe mention something about Home.xml. For anyone having edited .xml before, it really is a super fast way of changing furniture properties directly without the FurniturePropertyCatalogue detour.
That said - I will be happy to sum up notes into the mini-guide as a reference (which basically is what it is), if anyone has wishes for putting other cheat-sheets into the manual...
Anyway, I am always surprised when I see your priorities for SH3D development. Good news is that they are always pleasant surprises... I really did not see the 6.0 features coming...
Thanks and good luck with the rest of the implementation.
ok
Re: Sweet Home 3D 6.0
@Puybaret
For a pocket door , we can find a trick to integrate it into the wall.
If it works it would be nice. Otherwise, the number of articulated lights is limited at the moment.The issue on the latest is that the light sources associated with the 3D model won't rotate themselves, but I have an idea to make it work: if a light source intersects with a rotated part, it sounds logical to make it rotate too.
I realized this by observing the object in detail and comparing with reality. Would it be possible for the opening to be stopped by the frame?About your test on the Slider window, this shouldn't happen simply because the windows of this model aren't supposed to go beyond the frame!
For a pocket door , we can find a trick to integrate it into the wall.
EnkoNyito
Re: Sweet Home 3D 6.0
Okh, you seem to have plenty of ideas to occupy your long nights of the next winter [;)]
Enkonyito, I didn't succeed to make the articulated light work yet, but will continue to try.
Enkonyito, I didn't succeed to make the articulated light work yet, but will continue to try.
I have a few ideas about how to set bounds on rotations and translations, but I don't think it will appear before the final release of version 6.0.Would it be possible for the opening to be stopped by the frame?
Emmanuel Puybaret, Sweet Home 3D creator
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ndorigatti
- Posts: 66
- Joined: Fri May 12, 2017 9:54 am
- Country: Italia
Re: Sweet Home 3D 6.0
Is one if this ideas involving the stash angle that can be set when creating a door in forniture catalog?
Re: Sweet Home 3D 6.0
I had the idea to reuse the sash angles set in furniture properties, but most of the time these angles don't reflect the reality, because you can actually open some windows wider than these angles. And using this data could lead to complicated algorithms when the 3D model contains some already opened sashes, like in the open door models.
I had a simpler idea in mind with additional naming conventions that would cite the bounds that should be applied to the openings. Future will tell and I prefer to focus on other features for version 6.0 at the moment.
I had a simpler idea in mind with additional naming conventions that would cite the bounds that should be applied to the openings. Future will tell and I prefer to focus on other features for version 6.0 at the moment.
Emmanuel Puybaret, Sweet Home 3D creator
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