Print at Feb 5, 2026, 5:23:04 AM
Posted by [email protected] at Mar 7, 2024, 8:36:39 PM
problem to 3d view
Good evening everyone, especially Keet who I have already bothered with problems, to which he has given excellent solutions.
I hope I chose the right post.
Once I had created the "famous" (at least for Keet) EXTERNAL SLIDING DOOR (following his every suggestion) I realized that, apart from the known problem to view of inserting a door/window on a wall not aligned with a rail scrolling (with the same methods listed below), the "door" object when scrolling along its SWEETHOME3D_RAIL_ in 3D view has different behaviors.
If you proceed with the opening via a panel (therefore permanent) in effect it also drags "the door/window property" along the rail, not keeping it in the initial position but widening it along the wall in the direction of the movement, which on the contrary does not happen if you act directly on the object in 3D view.
It's not a huge problem but it's annoying.
I also take this opportunity to ask if there is a method to define ONLY ONE PART of a complex object such as a door/window.
Thanks in advance for any advice.s

Posted by Keet at Mar 7, 2024, 11:08:12 PM
Re: problem to 3d view
I'm not sure I understand the problem exactly but when you slide the door open the bounding box as shown in the 2Dview expands. That's how it works. A screenshot with a closed and opened door in a wall would help (a screenshot with both the 2D and 3Dview.)

I assume that by 'drags "the door/window property" along the rail' you mean that the whole door expands and cuts a bigger hole in the wall? If that is the case you probably have parts of the door frame that slide along the rail, i.e. the frame has sweethome3d_opening_.. connected to it. Only the parts that should move should have that prefix.
If you did that correctly and the hole still expands you will have to resort to adding the door to a Furniture Library to control the wall cutout.

The second part of your question:
Almost every complex object is defined by parts. If you look in the OBJ file you will see lots of lines starting with "g ". Each part of the object is a set of "g " lines.
Export a box and you will see 6 "g " lines in the OBJ file. Those are the six sides of the box. If you add a cylinder and export the box+cylinder you will see the same 6 groups for the box and 3 more for the cylinder.
That is how I create furniture: I create parts and export them. I edit the OBJ and MTL files to merge material names. I import all the parts I created and add them together to create the end product. Then export them all together and import as a single complex object. In short: Yes, you can define parts for a complex object. Every part is an object just not so complex as the end result.

For example your sliding door:
Construct the frame and export it as 'frame.obj'.
Edit the obj file: Rename all usemtl lines to "usemtl Frame", in the mtl file rename the first block "newmtl Frame" and remove all other blocks. Save and import the frame.

Construct the rail and export as 'rail.obj' (just the top of a stretched box, all other sides made invisible).
Edit the rail obj file and add the prefix "sweethome3d_rail_1_" in the "g " line. Rename the line with usemtl to "usemtl Rail".
In the rail.mtl file rename the newmtl line to "newmtl Rail". There should be no other blocks.
Import the rail object.

Construct the door and export as 'door.obj'.
Edit the obj file: Rename all usemtl lines to "usemtl Door". Add the prefix "sweethome3d_opening_on_rail_1_ in all "g " lines.
In the mtl file rename the first block "newmtl Door" and remove all other blocks. Save and import the door.

Add the 3 imported objects together and export as "slidingdoor.obj", import as "Door or window'. Done, and created in parts.

For more details you will want to create more parts, for example an outerframe and innerframe, a handle to add to a door, etc.
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Dodecagon.nl
1300+ 3D models, manuals, and projects

Posted by [email protected] at Mar 10, 2024, 8:06:24 PM
Re: problem to 3d view
Hi, Keet
Sorry for the delay, I'm just back from three days of "not nice" sea and wind...
Going back to your answer.

The problem, as mentioned, is in 3D view. The only object that slides on the rail is the one defined as DOOR (together with its handles).
The construction of the "external sliding door" object was done exactly as you described (you had already indicated it to me)... by creating individual objects and then composing them and finally choosing which (or which parts) of a single object they will have a movement.
As you also say, by importing the final object as a "door/window" the "door/window" attribute is attributed to the entire area of the object in the import position BUT ONLY for the moving object this attribute is translated into the movement.

The result is that the FRAME limits the portion of fixed transparency but the DOOR dragged along the wall translates this attribute with it for the entire length of its movement.
The solution of composing 2 lateral objects in the initial object (walls exported and re-imported laterally to the FRAME and with the width of a hypothetical opening (with a height equal to the height of the FRAME) only visually solves the problem but poses others.
A separation line always remains in the upper part of these objects and makes it mandatory to use the same texture adopted for the supporting wall.
As for a hypothetical method (Sweethome3d_ instruction) to attribute the "door/window" property to a single object (as today for the MIRROR one) would solve the movement problem if, (in this case) attributed ONLY to the FRAME (therefore the opening in the wall would ALWAYS remain fixed regardless of the motion of any object in the set)
I would like to insert screenshots (which I have) to highlight the problems but I have no idea how to do it
Greetings

Posted by [email protected] at Mar 10, 2024, 8:18:10 PM
Re: problem to 3d view
I forgot, what is indicated for the DOOR ONLY happens using the relevant movement panel. If you simulate movement directly from the 3D desktop this does not happen

Posted by Keet at Mar 10, 2024, 8:43:31 PM
Re: problem to 3d view
I read your post several times but I can't get my head around to understand the exact problem.

You can upload a screenshot to one of the image hosts like mediafire or imgur. They give a link /url you can add to your post.

For a complete screenshot draw a wall with a door closed and one opened. Take the screenshot so you have both the 2D and 3D views in it.
With mediafire you could also upload your .sh3d project so we can use that to determine the problem and find a solution. If necessary create a new project with only the door parts and the results in it for uploading.

This problem with your slidingdoor intriges me because it should be a simple construction, but it obviously causes weird behaviour.
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Dodecagon.nl
1300+ 3D models, manuals, and projects

Posted by [email protected] at Mar 10, 2024, 9:25:26 PM
Re: problem to 3d view
Off course
https://www.mediafire.com/file/pgse5zl70hjrsm6/ExternalDoorSliding.rar/file

Posted by [email protected] at Mar 10, 2024, 9:27:17 PM
Re: problem to 3d view
The "door with walls" is RAW (proof)

Posted by [email protected] at Mar 10, 2024, 9:29:37 PM
Re: problem to 3d view
Let's say that even the sliding door still needs to be improved, for example for both the FRAME and the DOOR to have 2 fronts on which to apply different textures if necessary

Posted by [email protected] at Mar 10, 2024, 9:31:57 PM
Re: problem to 3d view
The only difference from the normal use of Sweeethome is that I set the magnetism to OFF

Posted by [email protected] at Mar 10, 2024, 9:40:41 PM
Re: problem to 3d view
positioning the observer on the opposite side of the "door with walls" I noticed a further problem with this choice. The "side by side walls" should be set from time to time (by modifying the object) to the thickness of the supporting wall otherwise you would obtain an IMPROPER indentation effect

Posted by [email protected] at Mar 10, 2024, 10:04:40 PM
Re: problem to 3d view
Sorry, the rush of the tests, of course it creates that effect....originally I set the two fake walls...not to the width of the entire object but to that of the FRAME......at least this point is only my mistake

Posted by Keet at Mar 10, 2024, 10:25:40 PM
Re: problem to 3d view
Well, that turned out to be easy :)

2 things:
1. use a rail not wider than the door. Just place it under the door. I made it invisible because it has no use for display. ("d 0.0 "in the MTL file)
2. since the door must remain outside the wall you need to use the furniture library to force the door to keep it's original depth when placed in a wall. Extract the zip and import the furniture library. Now you have a door you can place in the wall while the moving door part remains outside the wall.

Here's the zip with your project (with additional parts/door) and furniture library with the door.
https://dodecagon.nl/upload/tmp/ExternalDoorSliding.zip
Use the Furniture Library Editor to look at the property for wall thickness I set for the door.

I'm not sure how such a door works in real life, probably a sort of a barn door with an overhead rail. Such a door would be completely outside a wall (not a door_or_window) and only needs a hole in the wall you could create with a service hatch. Then fix the door to the wall in front of it.
Anyway, the example shows how you can create it with both the frame and the door outside.
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Dodecagon.nl
1300+ 3D models, manuals, and projects

Posted by [email protected] at Mar 10, 2024, 11:24:33 PM
Re: problem to 3d view
You see, it may be late but I'm looking for and correcting my mistakes....always regarding the "door with walls".....by enlarging the individual components in 2D...I realized that the "walls" used are not they were at 90°......
I will make the relevant correction

Posted by [email protected] at Mar 10, 2024, 11:25:40 PM
Re: problem to 3d view
You see, it may be late but I'm looking for and correcting my mistakes....always regarding the "door with walls".....by enlarging the individual components in 2D...I realized that the "walls" used are not they were at 90°......
I will make the relevant correction

Posted by [email protected] at Mar 10, 2024, 11:29:13 PM
Re: problem to 3d view
Always kind Keet, thank you. I'll be able to tell you

Posted by [email protected] at Mar 10, 2024, 11:51:47 PM
Re: problem to 3d view
Tomorrow I'll see better, because if I understand correctly, with the same method you can combine a window and its shutters (whether sliding or just openable) into a single object, which are certainly outside the wall into which the window opens. I am talking about windows built into the wall whose shutters are positioned on the perimeter wall and not on the side of the frames

Posted by [email protected] at Mar 11, 2024, 1:11:59 AM
Re: problem to 3d view
The night brings counsel....
Thinking about walls not at 90°.....I checked my project.....the reference wall WAS NOT IN LINE......
So as usual...."for one point...." once I put my initial object back online it no longer gives the transparency error.....
One step forward.. I'll check your suggestions tomorrow.
A detail... since the proportions of the "doors/windows" are blocked, each time you have to re-import the object to adapt it to the width of the wall if you want it flush with both sides of the wall

Posted by Keet at Mar 11, 2024, 8:04:50 AM
Re: problem to 3d view
...with the same method you can combine a window and its shutters (whether sliding or just openable) into a single object.
Correct, and that would be a very good usage with the shutter parts outside the wall.

By-the-way, it doesn't matter at what angle the wall is. A door_or_window snaps into the wall at any angle. It doesn't work very well on a curved wall though.
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Dodecagon.nl
1300+ 3D models, manuals, and projects

Posted by [email protected] at Mar 11, 2024, 12:44:19 PM
Re: problem to 3d view
Hi,Keet
I will try, making my life difficult, with a French window (antique style double high door and glass panes) with an external shutter and jealousies (therefore different HINGES with independent vertical and horizontal movements).
"By-the-way, it doesn't matter at what angle the wall is. A door_or_window snaps into the wall at any angle. It doesn't work very well on a curved wall though."
True but in the specific case placing the sliding "door/window" (even yours) at 180° on a 93° wall gives rise to the transparency error.
However, the fact remains that the "door/window" has blocked dimensions and therefore if placed (for example only yours but equally mine) on a wall of different depth this involves either the FRAME coming out or the cavity in the insertion wall . To obtain compliance, it is necessary to export the object to the library and re-import it, modifying only its width.

Posted by [email protected] at Mar 11, 2024, 1:16:26 PM
Re: problem to 3d view
Just to communicate to Keet.
I haven't abandoned my project of an extractable rollable table.....made a rollable sliding table...the problem remains how to make it roll up by pushing it along the rail.....keeping everything level....ahhhhh a little thing that It will keep me busy for a long time
If so, it will be in another post

Posted by Keet at Mar 11, 2024, 1:46:01 PM
Re: problem to 3d view
...True but in the specific case placing the sliding "door/window" (even yours) at 180° on a 93° wall gives rise to the transparency error.
However, the fact remains that the "door/window" has blocked dimensions and therefore if placed (for example only yours but equally mine) on a wall of different depth this involves either the FRAME coming out or the cavity in the insertion wall . To obtain compliance, it is necessary to export the object to the library and re-import it, modifying only its width.
Yes, the disadvantage is that you create a door/window specifically for a set wall thickness. I solve that by creating copies for different wall thicknesses when I create a door or window. Usually that's easy because it's only the outerframe I have to resize for a specifc wall thickness while the innerframe and door/window remain the same. The real good advantage is that the door or window doesn't deform into an object with huge handles when you use it on the wall thickness it is created for.

If you mean by "transparency error" that moving a door in the 3Dview is wrong when positioned at an angle you are correct. That's not because you are doing something wrong but it's a bug in the Pan3dview plugin. Deformation in the 3Dview is still an experimental feature. I already reported that problem but it's not an easy one to solve.
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Dodecagon.nl
1300+ 3D models, manuals, and projects

Posted by [email protected] at Mar 11, 2024, 2:31:15 PM
Re: problem to 3d view
Exactly... I read constantly and with interest, about the problems, not easy to recalculate and solve, of pan3dview, in your discussion regarding the deformations

Posted by [email protected] at Mar 11, 2024, 3:55:28 PM
Re: problem to 3d view
I am not an expert, as I have already made clear to you, but I believe that ultimately the problem is a geometric one of orthogonal projection calculation. You have an area of transparency of the object that must translate from RIGHT PARELLELEPIPED (which has 2 rectangles as bases and whose orthogonal projection of a base coincides with the base itself) to OBLIQUE PARRELELEPIPED.
An oblique prism in which the bases are always rectangles but with vertices of the lateral surfaces NEVER PARALLEL to the height in practice whose faces are parellelograms but never all rectangular in shape.
In other words it has as its bases TWO parellelograms that do not coincide in space...nice discussion of the problem...ahhh without any solution of mine

Posted by [email protected] at Mar 11, 2024, 4:55:33 PM
Re: problem to 3d view
Lastly, I swear Keet
In theory, very theoretically perhaps even too much, if my reasoning were correct, one could, as a good sailor that I am, use the calculation adopted to determine the true course of a boat in the presence of drift currents (currents that move it laterally of a certain number of degrees of angulation (positive or negative) with respect to the hypothesized route (a straight line between 2 points) and in which the influence of terrestrial magnetism on the route can also be inserted, to redesign the OBLIQUE PRISM
To translate...with the object stopped (starting point of the nautical route) a point of its orthogal projection would be a point of the hypothesized route while the one recalculated with the deviation from the drift current would be a point of the true route...a point of the new angular projection .
But how many IFs in my speech and certainly not an architectural calculation speech