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Sweet Home 3D Forum



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ndorigatti
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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?
[Jul 10, 2018 8:05:22 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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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.
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Emmanuel Puybaret, Sweet Home 3D developer
[Jul 10, 2018 11:29:40 AM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
ndorigatti
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Re: Sweet Home 3D 6.0

I tryed to play with openable doors and windows, but I have a couple of issues, some on my side, some on other sides:

1 - I'm not enough good with blender to understand how and where to add the cilinders to make parts slide (but I'm learning blender)
2 - I know that paramters can be set on a text editor, but I've a lot of issues with furniture library editor, which is crashing and having weird behaviour on my OSX computer (High Sierra). When I add or remove something it becomes unusable or adds things more than once, and since I have a couple of libraries that are working and the editor can't elaborate, I'm a bit stuck on this.

I have a thing with source code of the editor but I've seen it is based on whole SweetHome and build script are Ant ( Right?) based... I need some more time to reach that !
[Jul 11, 2018 2:22:17 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 6.0

Today, the Beta 3 allows to compute the orientation of light sources bound to the part(s) of a light able to rotate or translate.



It also introduces the two following prefixes for simple ball-arm joints:
sweethome3d_ball_
sweethome3d_arm_on_ball_
these prefixes are used in the light sources of the track lights to give more freedom on lights rotations.

To let you run tests on orientable lights as well as on more doors and windows with movable parts, I finally updated the Kator Legaz and Scopia SH3F libraries, that you can download with these temporary links:
3DModels-KatorLegaz-1.6.4.beta.zip
3DModels-Scopia-1.6.4.beta.zip


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Emmanuel Puybaret, Sweet Home 3D developer
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[Edit 1 times, last edit by Puybaret at Jul 13, 2018 2:42:57 PM]
[Jul 13, 2018 2:30:56 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
rontant
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Re: Sweet Home 3D 6.0

Emmanuel, I tried the Beta3 and it is unable to render my human characters. Their textures are lost.
[Jul 14, 2018 5:35:58 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 6.0

Thanks for your feedback. I'm astonished by your report because I didn't change anything on textures management.
Please, send me a simple SH3D file showing your issue.
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Emmanuel Puybaret, Sweet Home 3D developer
[Jul 14, 2018 12:14:23 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
enkonyito
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Re: Sweet Home 3D 6.0

The light sources of the articulated lights follow the changes well.

Would it be possible to highlight the moving parts or the rotation/translation axes in the 3D preview as for the material changes?
[Jul 14, 2018 1:04:56 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
rontant
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Re: Sweet Home 3D 6.0

Thanks for your feedback. I'm astonished by your report because I didn't change anything on textures management.
Please, send me a simple SH3D file showing your issue.


Emmanuel, I have sent you via email the file. It's 8MB in size though. I hope the mail gets through.

Thanks.
[Jul 14, 2018 2:05:05 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 6.0

Thanks for your SH3D file. I tried it under Sweet Home 3D 6.0 Beta and 5.7 and it won't show the textures on the human character it contains. But as the MTL file in the SH3D file doesn't reference any texture, it's normal.
On the other side, I tried to import a 3D model with textures like Reallusion ones and it worked without problem.
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Emmanuel Puybaret, Sweet Home 3D developer
[Jul 14, 2018 7:38:24 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
rontant
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Re: Sweet Home 3D 6.0

Hi Emmanuel, why is it there is no problem when I open the same file with version 5.7? The texture loads just fine in 5.7.

Can you please check again. Open the sh3f file I sent you again. Double click on the human model then clcik on the material modify button. You will see the texture is already attached there (at least on my Win 10 computer).

By the way, when I tried to change the texture by clicking on the texture box, nothing happens.



Again, I can open this same file with 5.7 and there is no problem.
[Jul 15, 2018 1:46:27 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
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