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Sweet Home 3D Forum » List all forums » » Forum: Features use and tips » » » Thread: How to define multi-level hinge and rail of 3D model |
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| Print at Feb 1, 2026, 5:29:47 AM | |
| Posted by YGYL at Feb 25, 2020, 7:24:32 AM |
How to define multi-level hinge and rail of 3D model File download It seems that it can only rotate in a single layer. And cannot rotate together on_rail ok on_rail+on_hinge Cannot succeed on_rail+on_hinge+on_rail+on_hinge Cannot succeed |
| Posted by Puybaret at Feb 27, 2020, 4:05:05 PM |
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Re: How to define multi-level hinge and rail of 3D model Cumulative rotations (rotation of an item depending on the rotation of another one) are possible only for the limbs of a mannequin in the current version. ---------------------------------------- Emmanuel Puybaret, Sweet Home 3D creator |
| Posted by [email protected] at Feb 3, 2024, 8:09:15 PM |
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Re: How to define multi-level hinge and rail of 3D model Hi, I'm new to using individual object movements, using specially created objects. If I understand correctly the (current) logic of Hinge, Rail and Ball Hinge moves the linked object on the rotation axis Rail moves it along that axis Ball around that axis To test it out, the final attempt was to create a sliding table that rolls up inside another object: 1) I tied a rail to a hinge (creating an object), obtaining a rail that moves in space perpendicular to the hinge's rotation axis 2) I composed umpteen objects (planes of identical thickness and length) 3) I tied them together with Hinges all tied to the moving Rail In this way I obtained numerous objects that move on their Hinge but also on the Rail to which they are linked, practically until they penetrate into the primary object (first linked to the object created as hinge+rail) which however remains free to rotate on himself, accompanying all those involved in him. At this point all that remained was the movement along the axis of another rail of the entire object thus created, which I believe is impossible today...certainly I, miserable man, have not succeeded until today. Is there any possibility?? To compensate, by using the same object but moving it in import on the axes I obtained .... 1) a folding shutter 2) a line (or an object) that is foldable and movable (on the horizontal plane) 3) a foldable and movable line (or object) (on the vertical plane) attached to the lower point which, if placed at height 0, can move until it disappears in the horizontal plane entirely or partially from the side opposite to which the hinge+rail object is bound 4) a foldable and movable line (or object) (on the vertical plane) attached to the top which could also simulate articulated movements I wonder what could happen if I added to each normal hinge of the individual planes (now with horizontal movement along the axis of the hinge+rail object) a hinge+rail object but perpendicular to the first.......I think I would find myself in Previous question or am I wrong??? Greetings PS I could also provide the individual OBJs with MTL (in color to identify them) of my tests at: https://www.mediafire.com/file/ehbhkd0u9ccaa94/My_objects_TEST.rar/file |
| Posted by Keet at Feb 3, 2024, 8:47:05 PM |
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Re: How to define multi-level hinge and rail of 3D model In this post it is explained: https://www.sweethome3d.com/support/forum/viewthread_thread,11818#55074 (about halfway in the post). It includes examples and objects to review. It's called chaining of deformations. There are still some limitations but with the current possibilities I created a dishwasher where the top rack can be pulled out (rail) AND a side shelf on the same rack can be turned up/down (hinge chained to the rail). The same dishwasher also has a door on a hinge not chained to the two racks inside and the bottom rack can be pulled out on its own rail. All in the same object. Such combinations are now possible. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by [email protected] at Feb 10, 2024, 4:26:00 PM |
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Re: How to define multi-level hinge and rail of 3D model Thanks Keep I'll try...... The aim is, as perhaps I haven't said, is to create a plan made up of lists that rotate on their own hinge and ALL around a main hinge and this along a rail, with a linear movement....unrolling....to reproduce the piano... with a movement similar to a roller shutter Meanwhile, when creating a sliding door I realized that it works very well when placed against an aligned wall but when placed against an angled wall when sliding it follows the line of the axis with which the rail was created, this only if the object is created as a door /window. I said, I'm new to deformations. Thanks again |
| Posted by [email protected] at Feb 10, 2024, 4:52:10 PM |
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Re: How to define multi-level hinge and rail of 3D model Keep for the sliding door.. The problem is only if the movement is carried out NOT from the OBJECT window....therefore only with temporary movement from 3D.....let's say solved but I wonder what the reason is Greetings |
| Posted by [email protected] at Feb 10, 2024, 5:02:48 PM |
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Re: How to define multi-level hinge and rail of 3D model for example see https://www.mediafire.com/file/qr59j3dfg5gjkvg/sliding_door_test_wall.rar/file |
| Posted by Keet at Feb 10, 2024, 5:41:20 PM |
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Re: How to define multi-level hinge and rail of 3D model With just the separate objects is's difficult to determine what their relation in the deformaton should be. I did see some mistakes. If you use a rail/hinge AND use the _and_ part for opening you use the rail/hinge first and put the opening part after the _and_. There is just one _and_ needed: the deformations are chained which means that if you have a part that deformes on a hinge and that hinge+part moves on a rail you should have something like this: The rail: sweethome3d_rail_1_... Other parts that move along the rail: sweethome3d_opening_on_rail_1_... The hinge that should move along the rail: sweethome3d_hinge_1_myhinge_and_sweethome3d_opening_on_rail_1_... The part that rotates on the hinge: sweethome3d_opening_on_hinge_1_... Since the part on the hinge is connected to the hinge it will also move along the rail because the hinge itself moves along the rail: the object deformations are chained. If you dont't need to see the hinge and/or rail use a box that you stretch to get a direction. Make all sides invisible except the one side that should be a rail or hinge. A very thin elongated top of the box works fine. Export it and edit in the deformation string in the obj file. The advantage of just a single side of a box is that you only have one group (g) that gets the hinge or rail definition. You can even make the rail invisible by adding a line with d 0.0 to the material of the rail in the mtl file. Here's a zip with a project and the objects that deform like I think you want: https://dodecagon.nl/upload/tmp/TestDeformations.zip The myBoxOnARailWithRotatingFlag object is the complete object with chained deformations. The flag rotates around the pole. The box+pole+flag move along the rail. When you look in the obj file you will see that there is no double _and_ used. The rail is just a single g group, i.e. only the top of a box. Exported and imported so it's just a singel flat surface. The pole is a cylinder where the cylinder groups is the hinge that moves along the rail. The top and bottom of the cylinder just move along the rail like the box. The flag only moves (opening) on the hinge and has no direct connection to the rail. That connection is established through the hinge to which the flag is connected. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by [email protected] at Feb 10, 2024, 5:59:29 PM |
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Re: How to define multi-level hinge and rail of 3D model very thanks keep |
| Posted by [email protected] at Feb 10, 2024, 6:42:25 PM |
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Re: How to define multi-level hinge and rail of 3D model Keep for my sliding door... I think it's just a 3D display problem.... The door works... you can easily obtain it from my object... making the wall invisible and re-exporting it. For proof, the rail is colored, the handles are simple cubes with an image. It can function both as a sliding door outside the wall and inside the wall, it just depends on the position and thickness. Greetings and thanks again |
| Posted by [email protected] at Feb 10, 2024, 6:58:07 PM |
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Re: How to define multi-level hinge and rail of 3D model sorry bad link....very link is https://www.mediafire.com/file/tg899ki8ewpuugt/sliding_door_test_wall.rar/file |
| Posted by Keet at Feb 10, 2024, 8:19:14 PM |
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Re: How to define multi-level hinge and rail of 3D model Why do you have _and_opening_on_rail_2_ in your object? It is only one door on one rail. Some suggestions: • Remove all _and_opening_on_rail_2_ references since they have no use. • Add a sill at the bottom of the door and remove the wall. If you added the wall to reserve a space for the opened door ask yourself if that is really necessary. It will create problems when you texture the wall where the door is placed. (There are better ways if you want to see the size of an opened door: add the door to a Furniture Library (download the Furniture Library Editor here ). With the Furniture Library Editor you can add properties to objects that you can't add in the object file. One of those is adding a sash that displays a graph how the door or window opens. The quarter circle lines you see when you use one of the default doors or windows from Sweet Home 3D. That displays how far the door opens and is a guide when you place the door in a wall. Another way is to extend the rail as far as the door opens and create a custom cutout when you add the door to a Furniture Library. That will require some math calculations.) • Move object rail_1 (material white_2) to the bottom 'inside' the sill or use the sill as a rail. • Change the material names to get a more 'readable' model. (Read this to learn how. The example file is here.) • Have you tried putting a wood texture on the door? It's probably because you constructed (part of ) the door in Blender but a wood texture doesn't show correct. Construct the door with boxes in Sweet Home 3D and add a wood texture with a clear grain. Adjust the textures for each side if necessary (scale/rotate) and export the model. Import and change back to colors. The texture alignment and scaling is preserved so if you later want to use a wood texture it looks good. • You can add real inset door knobs but that requires some extra construction effort ;) ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by [email protected] at Feb 11, 2024, 7:52:31 PM |
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Re: How to define multi-level hinge and rail of 3D model Thanks again Keep...I was around "Why do you have _and_opening_on_rail_2_ in your object? There is only one door on a rail."........... I forgot in testing to delete "• Remove all _and_opening_on_rail_2_ references as they have no use"...done • "Add a threshold to the bottom of the door and remove the wall. If you added the wall to reserve space for the open door ask yourself if this is really necessary. It will create problems when you texture the wall the door is placed on." ... no it's not there in the model, I posted it there so you could check how angling the wall produces the display error during sliding... I didn't add the threshold because a sliding door normally doesn't have it, it slides or not inside the wall or outside the wall at floor level, but I could, right, put the separating wire there (to be able to hide it) if the two floors had different colors and shapes (they are normally metal) "(There are better ways if you want to see the dimensions of an open door: add the door to a furniture library (download the furniture library editor here). With the furniture library editor you can add properties to objects that you can't add in the object file. One of these is adding a sash that shows a graphic of how the door or window opens. The quarter circle lines you see when you use one of Sweet's default doors or windows Home 3D. This shows how far the door opens and acts as a guide when placing the door into a wall. Another way is to extend the track to the door opening and create a custom cutout when adding the door to a bookcase of furniture. This will require some mathematical calculations.)".........the sliding door has no clearance openings • "Move object track_1 (white material_2) down 'inside' the sill or use the sill as a track."....moved to the top of the frame • "Change the material names to get a more 'readable' model. (Read this to know how. The example file is here.)".........done on the model in progress • Have you tried putting a wooden frame on the door? It's probably because you built (part of) the door in Blender but the wood texture isn't displaying correctly. "Build the door with boxes in Sweet Home 3D and add a light grain wood frame. If necessary, adjust the textures for each side (resize/rotate) and export the model. Import and return to colors. Alignment and texture scaling are preserved, so if you later want to use a wood texture it will look good.".......I'll get to it • You can add real knobs to the doors, but this requires additional construction effort ;).......already thought of....also because they are not knobs or handles but flat finger knobs...the problem I think It will drill the solid horizontally into round shape. Meanwhile my extractable table continues.......I am very old and this is a pastime for me especially in winter when it is difficult for me to pursue my passion.....sailing. Thanks again Keep |
| Posted by Keet at Feb 11, 2024, 8:57:42 PM |
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Re: How to define multi-level hinge and rail of 3D model It's Keet, not Keep ![]() Looks like you're well on the way to a very good object. To drill a hole in the door: Create a wall the size of the door. Rotate and resize a cylinder to the size of the hole you need. Export the cylinder and import it as "Door or window". Now the cylinder acts like a window and cuts a hole in the wall. Elevate and move to the correct position and export only the wall. Even if you don't include the cylinder the hole will be preserved. Import and you have a door with the hole in it. Don't forget the material renaming. A door with material named "wall_1" is a little strange ![]() ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by [email protected] at Feb 13, 2024, 8:49:31 PM |
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Re: How to define multi-level hinge and rail of 3D model Sorry Keet........for the mistake. Today I am in Venice (the carnival) with friends and I read you on my cell phone away from my PC and among a masked crowd. Last night, you won't believe it but I was on the right track!!!! I thought it was right to adopt the same method that I have already used for the kitchen top with built-in sink (I pierced the wall with a slitter)..... So, if I understood what you described correctly, any object or model exported and re-imported as a door/window pierces the walls with its own shape, even if it were a mannequin object!!!???? Which would mean that if you lower the visibility of that wall and export it together with the inserted object...you can get a movement...ghost style...since the re-imported wall would be transparent and positioned on a background would show an ethereal movement....... You see that age doesn't stop fantasies.....whether we're at carnival or not. See you soon |
| Posted by [email protected] at Feb 13, 2024, 9:21:20 PM |
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Re: How to define multi-level hinge and rail of 3D model Keet I explain the logic of my...ghost First I drill the wall with a position fixed to the dummy (exported in that position re-imported as a window to drill the wall), I make the walls transparent or partially transparent and export..... When I re-import it the wall will be perforated and of the desired transparency. I export the used dummy object and edit the MTL file using the d parameter 0.???????????? on the parts to be made semi-transparent. I reimport everything, I position the dummy (imported as a window) on the surface of the wall in correspondence with its hole... and I move it slightly to one side to give the sensation of a movement OUT of the wall....... I reimport and reimport .....now a mannequin moves as if it had come out of the wall to which it is attached. This is my idea....do you think it could work???? Greetings |
| Posted by Keet at Feb 13, 2024, 10:04:37 PM |
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Re: How to define multi-level hinge and rail of 3D model That should work although I would use the window-mannequin to drill the hole. Export the original again to set the transparency and import but not as a window. You can make the exported wall also transparent by editing its MTL file and set the d property. The only problem I can see is that that window-mannequin drills a hole along its outline which might not be exactly what you need for the ghost mannequin to walk out of. By the way, you could just place a mannequin halfway in the wall without drilling a hole and after exporting both edit all materials to add transparency. That might even look more realistic. I think the most realistic is a half transparent mannequin (not window) placed halfway in a normal the wall. The mannequin is the ghost after all, not the wall. You will have to experiment to see which method and which d values give the best results. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by dorin at Feb 13, 2024, 10:20:31 PM |
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Re: How to define multi-level hinge and rail of 3D model It's not really my job but you could look here . ---------------------------------------- A computer program does what you tell it to do, not what you want it to do. Murphy's Law When all else fails, read the instructions. Murphy's Law If you don't like "AS IS", DIY. Dorin's law |
| Posted by [email protected] at Feb 13, 2024, 10:26:23 PM |
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Re: How to define multi-level hinge and rail of 3D model Thanks again Keet, I try the solution of drilling the wall with a round hole even if I have the doubt that the cylinder, like any 3D object, is contained in its dimensions which are basically the sum or expansion of cubes, so I believe that the cylinder hole will in fact be a square ....I think the same thing for the mannequin.....we'll see later in practice. However I will test myself with my ghost idea. Good evening |
| Posted by Keet at Feb 13, 2024, 11:03:14 PM |
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Re: How to define multi-level hinge and rail of 3D model Nope, a window cuts a hole following its precise outline, so a cylinder will cut a round hole in a wall. That is not the same with an object you import as a staircase. that will cut a square hole in the floor and you will have to set a custom cutout for anything different. You can set a custom cutout for a window in a wall but that is rarely needed. The post from dorin has a link to a manual for creating custom cutouts if you want to try that. Creating custom cutouts can be pretty confusing ;) A circle cutout: M 0.5,0.5 l 0.5,0 A 0.5,0.5 1 1,0 0,0.5 A 0.5,0.5 1 1,0 1,0.5 zI use a lot of 12-sided shapes (dodecagon) for which the cutout is this: M0,0.366022099 v0.267955801 L0.133977901,0.866022099 L0.366022099,1 h0.267955801 L0.866022099,0.866022099 L1,0.633977901 v-0.267955801 L0.866022099,0.133977901 L0.633977901,0 h-0.267955801 L0.133977901,0.133977901 zLucky for you the mannequin imported as a window will cut a nice outline in a wall. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by [email protected] at Feb 15, 2024, 1:02:42 AM |
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Re: How to define multi-level hinge and rail of 3D model Hi Keet Thank you for the information you give me. I read Dorin's notes and the attachments Then, with the same logic as the subtraction of volumes from a solid, I built an object, in an SH3D with level h 12, with this sequence: 1 I built a circular wall and formed the relevant room (with floor but without ceiling (otherwise at the height of the level on which you draw you will actually form 2 rooms spaced in height as the height of the level) and I colored it (for test ) 2 deleted the wall 3 extracted into obj and re-imported (rotated) as a door/window, I assigned it an INVISIBLE TEXTURE (found right on the forum) 4 built a test wall 5 imported a solid object from a library (in my case a worktop) and sized with the disk measurements), and positioned it exactly incorporating the window object.......then trying I moved it until only it appeared the circular hole in the wall....to test I exported and re-imported the wall that appeared perforated 6 I grouped disk and solid object (I also tried to export and import as door/window BUT IT DOESN'T WORK 7, however, the resized group maintaining the proportions WORKS very well, the only flaw is that the wall to be drilled must not have a thickness lower than that of the group 8 I also tried placing 2 concentric groups and it works, the second incorporates the first with a transparent centre, the only thing at this point is that in the upper part the wall is cut vertically for a stretch that is proportional to the size of the first.... . THEN I THOUGHT, ahhhhhhhh it happens to old people too,........and I called myself stupid. Then I just 1 I rebuilt the circular wall and formed the relevant room (this time with floor and ceiling) and I colored (as a test) the 2 floors in a different shape 2 deleted the wall 3 extracted into obj and re-imported (rotated) as door/window, I assigned the INVISIBLE TEXTURE to one of the floors 4 built a test wall 5 tried it works very well ON ANY WALL THICKNESS now I have an object to drill walls in a round shape, the only flaw.... if you import/reimport as a door/window you need to rotate the imported object so that the red part is in front of those who see... if you download my sh3f from this rar, there is also the final object and its texture https://www.mediafire.com/file/jxe0alqd7fbpojz/round_hole_wall.rar/file See you soon, I'll keep playing |
| Posted by Keet at Feb 15, 2024, 7:27:01 AM |
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Re: How to define multi-level hinge and rail of 3D model Don't make it more difficult than necessary, use a cylinder instead of creating a room: Drag a cylinder in your 2Dview, resize as needed (width and depth, height doesn't matter), set horizontal rotation to X 90°. Export and import as window. Much easier than creating a circular room with walls. The same cylinder can be used as a non-window filler disk when you set its height to the wall thickness and export/import. One thing: cutting a hole doesn't work on a curved wall. The cutout will always be sqaure. by-the-way: start a new topic for a new subject. The cutout problem is not related to the topic title hinge and rail. A new relavant topic title makes it easier when someone searches the forum for a specific problem. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by [email protected] at Feb 15, 2024, 11:35:03 AM |
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Re: How to define multi-level hinge and rail of 3D model Thanks Keet, It's true that the cylinder method is simpler but the room method is valid for any shape the room has.......just draw the walls in the appropriate shape and you get the model with which to drill a STRAIGHT wall.... ... and can be resolved with an export/import even if only temporary (for the single purpose)....... This will be my last message on this post....I will open a new one if necessary. Greetings and thanks again |
| Posted by [email protected] at Feb 15, 2024, 12:43:15 PM |
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Re: How to define multi-level hinge and rail of 3D model Keet One last thing about this post. I tried the cylinder method. Real easy. To the advantage of my object, in addition to visually bringing the transparent view of the hole on the wall before exporting. it also does it visually for any solid positioned inside or even partially supported by the wall......exporting this object together with the wall will position it where it was visually placed. In fact it is the same thing as the cylinder without having to make the materials of the cylinder invisible, with my object you just position yourself, nothing else Furthermore, the thing would be repeated regardless of the form the original exported room had If we hear back, it will be in another post. Greetings |
| Posted by [email protected] at Feb 15, 2024, 5:02:26 PM |
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Re: How to define multi-level hinge and rail of 3D model Hi Keet In the topic of this post... for my sliding door......the movement on the rail can be stopped somehow or is it a spatial direction. I know I'm abusing but new things, new questions. Thank you in advance for any response. Greetings |
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