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Sweet Home 3D Forum » List all forums » » Forum: Developers » » » Thread: Modeller 3D plugin |
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| Print at May 20, 2026, 12:37:19 AM | |
| Posted by dorin at Mar 20, 2026, 6:25:42 PM |
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Modeller 3D plugin While some people are busy with serious stuff, I’m continuing with the YAUP series. This is the first version of the Modeller 3D plugin . The name sounds more impressive than it actually is. It’s a pale imitation of Blender and ArtOfIllusion. Based on plugins created by Emmanuel Puybaret: -BasicShapeGenerator (2022) -ShapeGenerator (2020) -TerrenGenerator (2022) Help taken from Miss Claude AI (Sonnet 4.6) (free version) Purpose: -Generate, modify, and add a custom shape to the house plan WARNING: It’s full of bugs. Use with caution. It looks something like this: ![]() Also available on SourceForge and PluginManager. ---------------------------------------- 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 Keet at Mar 21, 2026, 10:53:19 AM |
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Re: Modeller 3D plugin Great work! This might make the use of Blender obsolete for most model design tasks. A few remarks & wishes: - Right-click-drag to rotate the model is a little awkward when we use left-click-drag in the Sweet home 3D 3Dview. Perhaps switch with the left-click-drag for the select rectangle. - Transparency doesn't seem to work. - It definitely needs the same reload as the roof generator: when you select a generated model and start the 3D modeller it should load that model. That allows to add changes without having to repeat the previous creation when it was not the latest model in the modeller. For now it can be limited to only generated models but in the future it might be possible to load any model. - The current preview is perspective. This means that you can't drag a selection rectangle to select faces on the front, it will select everything. In some future version it would be very nice to have an orthogonal view (flat) and only select the visible faces with the selection rectangle and not the ones behind it. - Do not clear the selection when you click outside the model. Add buttons to Select all/none. - Very important!: Allow full (vertical) rotation. Currently you can never see/reach the bottom faces. - Also important: add ctrl-Z to undo the last actions. - A drop down for the materials. Allow to add/remove materials. (Even if a new material is not used yet.) Add buttons to (Un)Select by the selected material name. Keep the selection when you select another material to select again. This way you can select all faces for multiple material names and reassign a new material for the combination of selections. - Add smoothing/flat for the selected faces. Don't invent the wheel again, the code for it is out there in multiple versions. A suggestion: make sure you completely license this to YOU with mandatory acknowledgment. You don't want someone else to take credit and make money with YOUR work. Leave only the Sweet Home 3D parts (libs) licensed as they are. You might even think about making this a separate application. You're on the right track. So far this already looks great! Slowly add other options and this will become a very, very important plugin for those users that create their own models or want to change materials or make small changes in existing models. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by dorin at Mar 21, 2026, 6:05:06 PM |
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Re: Modeller 3D plugin @Keet Thanks for your feedback! I could have bet you'd be the first (and probably the only) person to be happy about this. While I was working on this plugin, I had you in mind the whole time. I warned you that it's full of bugs. Let me start with what works: 1. -Transparency doesn't seem to work. Try this:- Set the transparency to 50%; - Uncheck the wireframe checkbox; - OK. Bug: the plugin also exports the wireframe portion. I'll now continue with what isn't working: 1. - Right-click-drag to rotate the model is a little awkward when we use left-click-drag in the Sweet home 3D 3Dview. I know that, and it bothers me too. I'll see how I can fix it without messing up the others.- Do not clear the selection when you click outside the model. Okay, but how do you suggest I deselect all items? It works the same way with the RoofGenerator plugin.It does this when the button is released if no drag operation has been performed. I’ll take a closer look at this. 2. Add buttons to Select all/none. That could be a solution.3. - It definitely needs the same reload as the roof generator This means that the objects must be special furniture, just like the roofs. Maybe sometime in the future.4. - The current preview is perspective. This means that you can't drag a selection rectangle to select faces on the front, it will select everything. In some future version it would be very nice to have an orthogonal view (flat) and only select the visible faces with the selection rectangle and not the ones behind it. You're right, but it's pretty much the same with AOI. I don't know how it works in Blender.I will investigate this aspect of the issue further. 5. - Very important!: Allow full (vertical) rotation. Currently you can never see/reach the bottom faces. I know. One workaround I used was to lift the entire object so I could access the underside. I'll try to figure something out, too.6. - Also important: add ctrl-Z to undo the last actions. That's what I'm missing too, but first I need to fix the undo/redo feature.7. Allow to add/remove materials. (Even if a new material is not used yet.) Okay, but that might only apply to the current session of SH3D.The feature that lets you name faces was inspired by you. 8. - Add smoothing/flat for the selected faces. Don't invent the wheel again, the code for it is out there in multiple versions. Where? Give me some directions.9. A suggestion: make sure you completely license this to YOU with mandatory acknowledgment. How? What else do I need to do?10. Have you tried the torus option for creating bent cylinders? That was also a suggestion you made. In fact, that’s how I got started on this plugin. ---------------------------------------- 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 Keet at Mar 21, 2026, 7:20:01 PM |
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Re: Modeller 3D plugin - Set the transparency to 50%; Yep, with the wireframe box unchecked it works.- Uncheck the wireframe checkbox; - It definitely needs the same reload as the roof generator This means that the objects must be special furniture, just like the roofs. Maybe sometime in the future.- The current preview is perspective. This means that you can't drag a selection rectangle to select faces on the front, it will select everything. In some future version it would be very nice to have an orthogonal view (flat) and only select the visible faces with the selection rectangle and not the ones behind it. You're right, but it's pretty much the same with AOI. I don't know how it works in Blender.An example with a sphere in the work area: Draw a selection around the sphere and select faces. Delete the selection, what is left is half a sphere. Allow to add/remove materials. (Even if a new material is not used yet.) Okay, but that might only apply to the current session of SH3D. The feature that lets you name faces was inspired by you.In the current situation you can add to the pulldown when a new material name is assigned. After that you can select a material name to select all faces with that material name. Keep the selection and you can select another material name and add it to the selection (or assign it to a new name or another name in the pulldown.) Of course the pulldown can also be a list (Blender has a list, not a pulldown) - Add smoothing/flat for the selected faces. Don't invent the wheel again, the code for it is out there in multiple versions. Where? Give me some directions.Start here: https://nosferalatu.com/LaplacianMeshSmoothing.html It gives a good explanation and examples (C code). You'll be surprised how little code it takes. A suggestion: make sure you completely license this to YOU with mandatory acknowledgment. How? What else do I need to do?It's all work in progress. Keep it up, you are doing great! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Mar 21, 2026, 8:14:24 PM |
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Re: Modeller 3D plugin Excellent Work as usual :-) If interested I have some code for creating Sweep 3D geometry , that's creating a profile by 2d shape designer and sweep it along a path. ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Mar 23, 2026, 9:53:55 AM |
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Re: Modeller 3D plugin @Xlance Thanks, but mine is a mere fraction of yours. I'm interested in Sweep 3D geometry. I've been working for a while on a new feature I want to add to the MBC plugin. My original idea was to add "Extrude room," but now it might be "Sweep room." "MBC" will probably become "MBCS." We'll see. Thank you very much for your offer, and I'll see how I can use your source code. @Keet You have a lot of valuable requests. I’ll try to fulfill a few of them. First, I need to clarify one thing: the two plugins (this one and the roof generator) have in common the fact that they generate objects based on the parameters entered. The Roof Generator plugin only appears to load a roof. In fact, it regenerates it every time based on the parameters saved along with the roof. This means that the parameters are serialized (I don’t know the details; Daniels118 did it—thanks, Daniele) and are saved as special properties of the roof object. The same thing should be done with the objects generated by this plugin. As for loading objects into the plugin for editing (as in Blender, AOI, or FreeCAD), I’ll leave that task to Xlance, whose plugin is far more complex and advanced in its development. I’ll keep working on improving the current features as much as possible, and only then will I try to add new ones. In the meantime, I’d like to go back to the roof generator plugin and continue working on something I’ve already started but put on hold. About the "Plugin Template" folder. I created it with the intention of helping other adventurous developers with ideas to build plugins for SH3D. It’s not perfect; anyone can add whatever they want (licenses, logs, resources). An Eclipse plugin that generates an SH3D plugin template based on a user-filled form would probably be better. @Everyone who hasn't gotten bored yet. A new version (1.1) of the Modeller3D plugin. -I've changed how you navigate, select, and edit using the mouse. -I've tried to improve the texturing. -I've improved the "Undo/Redo" functionality, including Ctrl+Z. -I've probably introduced a lot of other bugs, so please be careful when using it. Also available on SourceForge and PluginManager. Translated with DeepL.com (free version) ---------------------------------------- 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 Xlance at Mar 23, 2026, 11:53:34 AM |
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Re: Modeller 3D plugin @dorin The sweepb3d code is fully functional and independent of javafx or java 3d (i guess) so its a matterof copy and paste, and the additional objects in my shape generator could also be imported in your 3d modeler (i guess the classes are transferable) P.S. the edit faces, points, edges function is AWESOME :-) ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Mar 23, 2026, 12:56:45 PM |
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Re: Modeller 3D plugin The ctrl+Z function does a little too much With a single change ctrl+Z should revert that last change. Since there was only one change pressing ctrl+Z again should do nothing, but it executes some weird other changes and never reverts to the original. Look at the Terrain Generator where the arrows at the top execute undo/redo. Those button clicks are the same as ctrl+Z (undo) and ctrl+Y (redo). You can see that a button becomes unavailable if there is nothing to undo or redo. I suspect that an array is used to keep track of the last 20? 50? changes and "walks back" to revert each next change. Redo "walks" up the array until the end. A new change after an undo probably cuts of everything in the array after the current position. You can see that in the TerrainGenerator: do some changes and undo one or two, then do a new change: the redo button becomes unavailable, i.e. the elements in the array after the current position are removed. By-the-way, I absolutely LOVE that it is possible to set exact coordinates for points. That alone makes this a valuable plugin: it exceeds the 8-point limit of the 3D Shape Generator. You don't want to know how many times I just need one or two more points for a shape ![]() ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by dorin at Mar 23, 2026, 3:19:59 PM |
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Re: Modeller 3D plugin @Xlance The sweepb3d code is fully functional I'll see when I see itP.S. the edit faces, points, edges function is AWESOME :-) Believe me, it's not my fault!@Keet With a single change ctrl+Z should revert that last change. Since there was only one change pressing ctrl+Z again should do nothing, but it executes some weird other changes and never reverts to the original. That doesn't sound right. I only ran a few quick (superficial) tests before publishing, and it seemed to work.I tried it again just now and didn't notice any issues. Please give me a way to reproduce the problem. It's possible that after multiple edits, "Undo" might produce strange results (I've already noticed this). There may also be some strange results after restarting the plugin during the same session. This still needs to be investigated. Look at the Terrain Generator where the arrows at the top execute undo/redo. You're right. The main difference is that TerrenGenerator was created by a professional (Emmanuel), while this one was made by someone with no training in the field (I'm not a programmer).You don't want to know how many times I just need one or two more points for a shape I don't even want to, but I already know. What are friends for? ![]() Test it some more and let me know what isn't working properly, separate from what you'd like it to do. We'll tackle those requests one by one. ---------------------------------------- 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 Keet at Mar 23, 2026, 4:59:07 PM |
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Re: Modeller 3D plugin With a single change ctrl+Z should revert that last change. Since there was only one change pressing ctrl+Z again should do nothing, but it executes some weird other changes and never reverts to the original. That doesn't sound right. I only ran a few quick (superficial) tests before publishing, and it seemed to work.I tried it again just now and didn't notice any issues. Please give me a way to reproduce the problem. Check if you add movement to the undo queue. You should only add a change to the queue with mouse-up, not every coordinate in the path between the original and end points. Look at the Terrain Generator where the arrows at the top execute undo/redo. You're right. The main difference is that TerrenGenerator was created by a professional (Emmanuel), while this one was made by someone with no training in the field (I'm not a programmer).Hint: RoomsTerrainGeneratorPlugin.java import javax.swing.undo.AbstractUndoableEdit;![]() ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by dorin at Mar 23, 2026, 7:23:30 PM |
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Re: Modeller 3D plugin I will investigate. ---------------------------------------- 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 Xlance at Mar 23, 2026, 10:05:25 PM |
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Re: Modeller 3D plugin @dorin @keet Here you go: https://www.mediafire.com/file/eutwph4yx9o7tq2/ExtrudeGUI.java/file https://www.mediafire.com/file/om30l67vmoyxzxm/ExtrudeGenerator-1.2.2.jar/file ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Mar 24, 2026, 6:14:19 AM |
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Re: Modeller 3D plugin @dorin I get an error when I try to launch the ShapeDesigner: "ShapeDesigner-2.0.0.exj not found".@keet Here you go: https://www.mediafire.com/file/eutwph4yx9o7tq2/ExtrudeGUI.java/file https://www.mediafire.com/file/om30l67vmoyxzxm/ExtrudeGenerator-1.2.2.jar/file ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by dorin at Mar 24, 2026, 8:02:45 AM |
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Re: Modeller 3D plugin @Xlance 1. It works from the first attempt. Good job! 2. Almost all controllers works as expected. 3. The generated object is relatively OK. Suggestions: 1. You could start your own tread for this as stand alone application. It deserve it. 2. The exported objects have a default transparency 0.8. You could add a transparency slider. 3. "Launch Shape Designer" button give "...ShapeDesigner-2.0.0.exj does not exist!". You could pack it inside of this application. ---------------------------------------- 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 Keet at Mar 24, 2026, 8:22:38 AM |
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Re: Modeller 3D plugin Suggestions: Yep, this deserves its own thread.1. You could start your own tread for this as stand alone application. It deserve it. 2. The exported objects have a default transparency 0.8. You could add a transparency slider. Yes, definitely a slider or spinner (x.xx precision).3. "Launch Shape Designer" button give "...ShapeDesigner-2.0.0.exj does not exist!". You could pack it inside of this application. Yes, pack it with the Generator.---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Mar 24, 2026, 12:17:27 PM |
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Re: Modeller 3D plugin ShapeDesigner-2.0.0.exj is just a fancy name of the shape designer .jar file posted on sourceforge in with shape generator, just rename it. Reason is, the one already posted is a bit newer, though the older one sits neatly beside shape designer dialog when opened :-) ShapeDesigner-2.0.0.exj: https://www.mediafire.com/file/8gzp3amt3nrbket/ShapeDesigner-2.0.0.exj/file ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Mar 24, 2026, 1:01:16 PM |
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Re: Modeller 3D plugin @Xlance What I could say is: now it works! BUT This thread has ended up being more yours than mine. Start your own thread on this topic. You and your app deserve to stand out from the rest. I have more to say, and I'm available to help you—but in your own thread. Thank you for your hard work! ---------------------------------------- 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 dorin at Mar 24, 2026, 5:27:28 PM |
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Re: Modeller 3D plugin @Keet Please try this version 1.1.1 . I've tried to solve undo/redo bug you've remarked. I try now to solve the move selection with mouse when the selection is somewhere in the second plan. ---------------------------------------- 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 Keet at Mar 24, 2026, 6:57:20 PM |
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Re: Modeller 3D plugin Yes! Now it works as it should. Another point: I like it that the dialog window can be resized (I think ALL dialogs should be resizable). Except... it just enlarges the empty space around the current controls. For this dialog all controls should move with the right-side, the bottom line sticks to the bottom, and the preview window should enlarge in place. In other words, the preview should keep it's top-left point and the bottom-right point should move with the other controls, thus enlarging the preview. That is pretty generic for most dialogs: most controls stick to one or two sides and a preview or list enlarges as the dialog is enlarged. It is pretty common for window/panel design. You should also set a minimum size, in this case probably the size at which it starts. Also pretty common. Once you get used to it you can do this almost automatically when you create other dialogs. Fixed sized dialogs are an ancient Window legacy from before .NET. In Linux virtually all dialogs are resizable except things like a message with an OK button. Message boxes are mostly modal dialogs (fixed and on top and fixed as the active window), clicking a button closes it. (In ancient history I designed and created a lot of complex Windows Forms and controls )---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by dorin at Mar 24, 2026, 7:30:32 PM |
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Re: Modeller 3D plugin I'm glad it work. About UI resize issues I will try to fix it. ---------------------------------------- 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 dorin at Mar 26, 2026, 9:38:11 PM |
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Re: Modeller 3D plugin @Keet I'm sorry! You're the only tester here. Please try version 1.1.2 . ---------------------------------------- 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 Keet at Mar 27, 2026, 8:37:44 AM |
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Re: Modeller 3D plugin The dialog resize is now perfect! This allows to enlarge the preview which is important when you have more complex models. Testing I recently needed a model(-part) that looks like a trapezium on top of a thin box. With the 3DShapeGenerator I created the trapezium and the box as two separate objects because of the 8-point limit. Then I made the bottom of the trapezium and the top of the box invisible, stacked the trapezium on the box, and exported/imported to get the model I needed. If done very precisely Sweet Home 3D will merge the points where the box and trapezium touch. I set textures to each side and scaled/rotated where necessary and exported again. I manually edited the obj and mtl files to merge all materials into a single material. The export with the set textures created the correct faces with the correct texture placement (the f lines in the obj file). For this model that worked more or less: the front texturing looked as a single front although you can still notice the split between the box and trapezium front. This is not something that you can fix with Sweet Home 3D and I still needed Blender to fix the front and back texture placement. Now to create that same model with the 3DModeller. Select all four vertical edges and split them. Select the four new points at the center of the split edges and lower them (Z value) to the correct height for the bottom box. Select the four points of the bottom box on the left side and move them to the left. Select the four points of the bottom box on the right side and move them to the right. This should form the required model of a trapezium on a box. What I found ![]() Image 01 shows that when you select the four middle points that all values X, Y, and Z still have a value. Only the Z value should show because the other values are different for each point. In other words: only the same values should display, the others should be empty (empty, not 0). This is the same as in Sweet Home 3D when you select multiple objects and only the same values show in the width, depth, and height spinners. It tells the user not to touch those values because they are not the same. ![]() Image 02 shows how it looks when the box sides are moved to the left and the right. Compare this to the image from Blender that shows the same. ![]() Notice that blender has quads for faces, not triangles. In Blender a box starts with 6 quad faces and only after export and import/export in Sweet Home 3D the faces are split into triangles. ![]() Because the 3DModeller only uses triangles there is no edge between the two top points of the square. This is a very difficult problem to solve. You can't automatically add the missing edge because you don't know where such edges should go in more complex models. I would say use quads and let the save/export split it into triangles when the model is finished. That starts with the box using quads. The first edge split will add the correct edge as in the Blender image. However, I'm not sure if the used Sweet Home 3D functions are capable of quad faces. The easiest way to solve this is to allow the user to create an edge between two selected points. With the added edge before the extrusion of the box side the result will be correct. And if you allow creating and edge you should try out if you can add creating faces. That could be limited to only triangle faces by selecting two edges or three points to create the face. Area select I noticed that when you drag an area to select points/edges/faces it also selects those hidden behind the selected area. See if you can limit this to only the visible items in the selection area. In most cases you don't want the hidden items to be included in the selection. This is a fantastic but very complex plugin. It will take a lot of time but every step will make it better. Consider that this might be too much work for a single developer. A collaboration with other developers might be wise. For example, I think Xlance has experience/code for texture alignment. That's one less problem to worry about when you collaborate. Keep it up, you are doing great! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Mar 27, 2026, 10:28:28 AM |
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Re: Modeller 3D plugin would say use quads and let the save/export split it into triangles when the model is finished. IMHO Quad faces are great if possible with the added option to split into Triangles (sometimes triangular faces come handy) The options to Rotate and Scale faces, edges and points would be nice. P.S. While selecting with box, the preview filckers and sometimes object disappears from preview. An Outstanding plugin Sir :-) ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Mar 27, 2026, 10:59:51 AM |
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Re: Modeller 3D plugin @Keet Thanks for testing it. 1. Modeller3D will never be as powerful as Blender or AOI, but... 2. I tried to reproduce what you did. 2.1 I selected all the side edges. ![]() ![]() 2.2 I subdivided all the edges. ![]() 2.3 I reduced the height of all selected vertices. ![]() 2.4 I selected the top 4 vertices and used Inset several times. ![]() ![]() 2.5 After saving and applying the texture (25%), this is the result. ![]() Working time < 1 minute. 3. What's the issue with the textures? 4. About coordinates. The plugin displays the coordinates of the first selected point (even if edges or faces are selected). By modifying the displayed coordinates, all selected points/edges/faces will be modified accordingly based on the difference between the entered values. @Xlance Thanks! Your suggestions Rotate and Scale is very good. I'll see. I know about flickering, I don't like it too but I'll try to improve it. BTW Relatively the same happens with Roof Generator preview. Translated with DeepL.com (free version) ---------------------------------------- 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 Xlance at Mar 27, 2026, 12:03:39 PM |
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Re: Modeller 3D plugin Modeller3D will never be as powerful as Blender or AOI ... Why not ! Still, if you can't beat them, join them AOI has a GNU license and done in java, so you could examine its generation tools (e.g. lathe, extrude ... etc) for reference ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Mar 27, 2026, 12:12:25 PM |
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Re: Modeller 3D plugin 1. Modeller3D will never be as powerful as Blender or AOI, And you shouldn't try! If someone needs those extensive features then those are the programs to use. Your plugin should offer the basics so that most users don't need to step out to those complex programs. Those basics are difficult enough to implement as you have found out.2.1 I selected all the side edges. You are right. When the diagonal edges are split too and those center points are included it works as intended. I'm not used to that because Blender initially has quads and doesn't require those extra splits and points. That also keeps the face count lower.2.2 I subdivided all the edges. What you showed works, so no problem there. I just have to remember to include diagonals for division. 2.4 I selected the top 4 vertices and used Inset several times. I didn't use inset because I wanted only two sides, not all four. But it does work very nicely.3. What's the issue with the textures? No issue, but it will appear with more complex models and changing faces. As long as it doesn't show up no worries.4. About coordinates. The plugin displays the coordinates of the first selected point (even if edges or faces are selected). By modifying the displayed coordinates, all selected points/edges/faces will be modified accordingly based on the difference between the entered values. Ah, now I understand. You MOVE all selected points relative to the first selected point. A very nice feature but not what I expected! I expected the changed value to be set for all selected points like in Sweet Home 3D. You should find a way to have both options: select move or set. The option of setting the same value has a very good reason, it allows points to merge (remove double vertices). And merged points creates merged edges which are important for correct smoothing. (Remove the doubles!)The current version already offers the most used/needed features. I managed to remove a side of a cube by deleting the diagonal edge but it should be possible to remove individual faces (but keep the edges that are shared with adjacent faces) wishlist import existing objects (if necessary you can limit it too models with <1000(0) vertices) Create a face by selecting two edges or three points For a much later version: curve edges (like walls in Sweet Home 3D: multiple splits in the edge to simulate a curve but allow the user to increase the number of splits for a smoother curve). round/bevel selected edges ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Mar 27, 2026, 12:23:09 PM |
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Re: Modeller 3D plugin wishlist Please Add Colored Axis (with labels ) like in Roof generator. Thank Youimport existing objects (if necessary you can limit it too models with <1000(0) vertices) Create a face by selecting two edges or three points ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Mar 27, 2026, 12:44:07 PM |
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Re: Modeller 3D plugin Why not ! Still, if you can't beat them, join them If I had wanted that, I would have studied hard to learn how to use them and wouldn’t be struggling to make plugins.There’s also MeshLab or FreeCAD, which do similar things. To me, all these programs seem very complicated and require a lot of practice. That doesn’t mean my plugin is much simpler, especially since it will likely become much more complicated in the future. AOI has a GNU license and done in java, so you could examine its generation tools (e.g. lathe, extrude ... etc) for reference I drew a lot of inspiration from AOI for some of my own plugins (Multiplier, DistributeElevation). As for the source code, it wasn’t much help to me since I couldn’t make sense of it.Nevertheless, it remains a great source of inspiration. For example, Outset/Inset was inspired by AOI. ---------------------------------------- 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 dorin at Mar 27, 2026, 3:32:31 PM |
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Re: Modeller 3D plugin Guys, take it easy on the piano on the stairs—the keys are going to flow. Did you forget that I'm old and don't know how to code? All your suggestions are appreciated, but for now I need to set some priorities: 1. For the next official release (1.2): - Add axes or something to help with spatial orientation. 2. For future versions: -rounding edges and corners; -rotating and scaling the selection; -controls for the above; -a brief user manual. 3. After version 1.2, I’d like to get back to my roofs. @Keet You MOVE all selected points relative to the first selected point. That's not quite right. At first, all the boxes were set to zero, and the entered values were added to or subtracted from all the selected points.That didn't seem right to me because no matter what I selected, it didn't show me any values. So I decided to have it display the coordinates of the point (or the first selected point if there are multiple). When I change the coordinates, the difference is added to or subtracted from all selected points (including the first point). ---------------------------------------- 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 dorin at Mar 30, 2026, 4:12:51 PM |
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Re: Modeller 3D plugin Many thanks to @Keet and @Xlance for taking the time to test the plugin and offer their recommendations. I ask for their forgiveness for not being able to fulfill all their wishes. That's all I could do for now. Modeller3D version 1.2 Here are some news in this version:
What I think it does have going for it, though, is that it offers 10+ customizable shapes that you can use as a starting point for modeling. Now I think I can go back to the other plugins, especially the Roof Generator. Hope you have fun with this plugin. Also available on SourceForge and PluginManager. ---------------------------------------- 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 Keet at Mar 30, 2026, 4:53:22 PM |
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Re: Modeller 3D plugin Looks like you got a lot done! I will test it tomorrow, for today I'm busy with my Mall project. There is this small group that creates plugins and models, and gives expert support. We don't get paid, we do this for FUN. Don't let it turn into work. And a well deserved Thank You! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Keet at Mar 31, 2026, 9:21:12 AM |
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Re: Modeller 3D plugin First of all: Great work! It's at the point where it is really usable to create more complex models. My testing results: Selection - multi-select still selects items that are hidden behind items in front. In some cases that is easy but in most cases you are selecting more than you intended to select. This forces you to use multiple single-selects instead of the multi-select. - Area select now works with ctrl+right-click&drag, the text under the model says ctrl+click. It should really be ctrl+click, not ctrl+right-click. - Area select deselects items that are already selected. That seems logical (Sweet Home 3D does it too) but for model creation it is not. You want to use multiple overlapping area selections to get a bigger selection. Better would be to use a separate key-combo for area-deselect, for example Ctrl+shift+click&drag. - Select all should also have a Select none, not a Select none by clicking outside the model. Clicking outside the model should do nothing because its too easy to accidentally click outside the model and have everything deselected that you painstakingly selected up until then. Faces and edges - You can delete points and edges, but not faces. There is currently no way to delete a face without using the delete edge function, which also deletes the adjacent faces. Deleting a face should not remove its edges if they are shared with an adjacent face. - An important missing function is a way to create a new face between 3 points or two edges. - An important missing function is a way to create a new edge between 2 points. What I regularly do is delete the top faces of a cylinder, create a new edge between two opposite points and subdivide it. Delete one of the edge halves and create new faces using now available center point and the top edges. This creates a circle of faces with all points to the center. That makes a major difference with texturing. To do this the plugin needs a way to create new edges and faces. Smoothing - When I tested modifying a cylinder the resulting object was smoothed by default. Looks good but it is not what you always want. Smoothing should be optional, Flat by default. I will do some more testing but so far this will be a helpful plugin for many users that don't want to learn Blender. The one thing it really needs is functions to create new edges and faces. The selection items I mentioned are only for more convenience and logic. Remember my remark in my previous post: You don't get paid for this, you do it for fun. Don't let it turn into work. There's no hurry for any of the points, just remarks how it can be made better. Thank You! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Apr 5, 2026, 10:12:43 PM |
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Re: Modeller 3D plugin WIP https://ibb.co/k62ybpqC ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Apr 6, 2026, 5:49:40 AM |
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Re: Modeller 3D plugin Good! Put it 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 Xlance at Apr 6, 2026, 6:56:23 PM |
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Re: Modeller 3D plugin Key Features 1. Shape Generation & Primitives Quickly start your models using a wide variety of parameterized base shapes. Adjust width, height, rotation, segmentation, and arc angles in real-time. Basic Primitives: Cube, Cylinder, Sphere, Cone, Torus, Geodesic Dome, Tetrahedron, Pyramid, Hexagonal Prism, Cross, and Dodecahedron. Procedural Control: Tweak major/minor segments, arc angles (for partial shapes like semi-spheres or open toroids), and dynamic smoothness. 2. Advanced Mathematical Surfaces Generate incredibly complex topology using the built-in Equation Modeler. Modeller3D features a native AST math parser and uses Naive Surface Nets with Laplacian smoothing to evaluate implicit equations. Custom Equations: Type your own parametric/implicit math equations (e.g., x^2 + y^2 + z^2 = 2500) to generate 3D surfaces instantly. 70 Presets: Instantly load complex formulas including 3D Hearts, Astroids, Superquadrics, Elliptic Paraboloids, Hyper-Cubes, Monkey Saddles, Goursat variants, Kummer surfaces, and more. Variable Resolution: Control the voxel resolution of the generated mathematical mesh. 3. File Import & Export integration Import Custom Meshes: Seamlessly load external OBJ, DXF, and 3DS files into the viewport to edit and refine them. Direct Catalog Export: Once your model is complete, export it directly into your Sweet Home 3D furniture catalog as an OBJ with an automatically generated icon and proper sizing. 4. Interactive 3D Viewport Experience a familiar, responsive 3D environment modeled after industry-standard tools. Blender-Style Visuals: Features a subtle horizontal ground grid and color-coded XYZ axes (Red/Green/Blue) for easy orientation. Rendering Modes: Toggle between live Wireframe, Flat Shading, or dynamically clustered Smooth Shading. Transparency Slider: Easily adjust the opacity of your mesh while working. Smart Selection Tools: Pick items using standard clicks, or use Control/Shift for additive Rectangle and Polygon rubber-band selection. 5. Deep Mesh Editing & Topology Control Edit your shapes down to the vertex level using the dedicated interactive tools. Selection Modes: Target your edits perfectly by isolating Points (Vertices), Edges, Faces, or Elements (connected sub-meshes). Transformations: Move or rotate selections along the X, Y, and Z axes using precise numerical spinners or by clicking and dragging directly in the 3D viewport. Edge & Face Operations: Extrude: Pull faces outward to create new volume. Split Edges: Add midpoints to edges for finer control. Create Face: Select 3 or more vertices to bridge gaps and generate new faces. Delete: Remove specific vertices, edges, or faces on the fly. Advanced Modifiers: Chamfer (Bevel): Flatten sharp edges or points based on a precise distance parameter. Fillet (Round): Create smooth, rounded edges and corners with adjustable distance and segment counts. Inset & Outset: Shrink or expand faces relative to their current size (supports absolute units and percentages). Subdivision: Increase mesh density using either Flat Subdivision or Curved Subdivision. 6. Material Grouping Assign distinct names to specific selected faces or elements before exporting. These names act as usemtl tags in the exported OBJ, allowing you to apply different colors and textures to different parts of the model within Sweet Home 3D. 7. Robust Undo/Redo System Experiment freely. Modeller3D includes a comprehensive Undo/Redo manager that tracks everything from slider adjustments and numerical spinner inputs to complex topology changes, extrusions, and vertex dragging. https://www.mediafire.com/file/0q7d0salg9kksuf/Modeller3D-1.4.4.sh3p/file ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Apr 6, 2026, 9:12:43 PM |
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Re: Modeller 3D plugin @ Xlace Well done, congratulations! You've done a great job! A few minor tweaks are still needed, but it works very well. Suggestions: 1. "Elements" works the same as "Select All." I expected to be able to select triangles (face elements). Maybe you had something else in mind. 2. Selecting multiple adjacent faces extrudes them individually. Maybe you could add an option to treat multiple selections as a block or a single unit. 3. For "Fillet," the ends of the edges should round off, as well as the intersection with adjacent edges (a half-corner). 4. You could use all of this in your "Advanced Shape Generator" plugin (the 3-actions version). You just need to improve the preview to move forward. 5. I also have a few minor elements to add to this plugin to make it acceptable. You’ve done an excellent job. Congratulations! Translated with DeepL.com (free version) ---------------------------------------- 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 Keet at Apr 6, 2026, 10:26:44 PM |
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Re: Modeller 3D plugin Great progress! One thing: mouse move and scroll(zoom) is exactly the opposite from how the 3D view works. This makes the preview disorientating. As Dorin said: excellent job! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Apr 7, 2026, 8:26:08 PM |
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Re: Modeller 3D plugin The Fillet function is very tricky, I've been trying to fix it for days ! ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Apr 8, 2026, 6:33:31 PM |
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Re: Modeller 3D plugin There's no rush. I was impressed by the mathematical models (69 of them). I also liked how the loaded objects look. You did an excellent job! Still, if you can't beat them, join them So I'll collaborate with you if you agree. Here is a temporary version you can use as a starting point. My suggestions: 1. Delay rounding until later. The same issue arises with beveling. It works acceptably for now. 2. Please try to fix the texture issue with some shapes. Some appear to be lighted from the bottom up, but others look fine. - Examples that don’t look right: cube, torus. 3. In my view, created (modeled) objects must remain solid at all times. I believe this means there should be no missing faces. The program must verify the correctness of the geometry, issue warnings, and not execute commands that would lead to this. Like on AOI. 4. The Outset and Inset buttons don’t do what they’re supposed to. They perform a more efficient extrusion, which is fine and should be kept. But their basic function is also needed. 5. The Undo/Redo feature still requires extensive testing and improvements. I'd prefer to discuss this further in private rather than in public (on the forum). My email address is public. ---------------------------------------- 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 Xlance at Apr 9, 2026, 2:57:13 PM |
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Re: Modeller 3D plugin Hello Outset and Inset buttons don’t do what they’re supposed to ... What are they supposed to do ?(Scaling is done by dedicated x,y,z inputs) Please add your new code to this v1.4.5 which has some extra functions and adjustments, mainly: +Support import of *.txt (x,y,z) coordinates files produced by 2D shape designer. +Support the import of 2D *.dxf shapes. +Support extrusion of Elements. etc ... https://www.mediafire.com/file/t6jy8nbl9h4sl2y/Modeller3D-1.4.5.sh3p/file Please keep code structure as is 11 files :-) Thank You ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Apr 9, 2026, 11:27:02 PM |
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Re: Modeller 3D plugin @Xlance I'm not going to argue with you. The Outset and Inset buttons don’t do what they’re supposed to ... This option wasn’t in your previous version.What are they supposed to do? (Scaling is done by dedicated x, y, z inputs) Even so, Outset/Inset were supposed to perform uniform scaling relative to the center of the selection, not an extrusion. With the dedicated input fields, it’s a solution for the standard xyz directions but not for other positions. Please add your new code to this v1.4.5 which has some extra functions and adjustments I've already added it, but it seems that doesn't matter to you.That's what I sent you: ![]() And this is what I got back from you: ![]() I'll leave it up to the users to decide. Please keep code structure as is 11 files :-) I can't promise you that.There were already 15 files. There will be no more and no fewer than necessary. I can combine everything into a single file, just as you started, containing 10,000–15,000 lines of code (excluding comments). That's possible because there are currently only 7,476 lines. github.com/AlDanial/cloc v 2.04 T=0.10 s (383.8 files/s, 112293.2 lines/s) ------------------------------------------------------------------------------- Language |files_ |blank |comment |code ------------------------------------------------------------------------------- Java ______ |__ 14 |_ 1070 |_____ 758 |__ 7476 Properties |__ 19 |__ 343 |_______ 74 |__ 1180 INI _______ |___ 3 |_____ 0 |________ 0 |___ 407 Text ______ |___ 1 |_____ 4 |________ 0 |____ 68 XML ______ |___ 2 |____ 0 |________ 0 |____ 30 ------------------------------------------------------------------------------- SUM:_____ |__ 39 |_ 1417 |______ 832 |__ 9161 ------------------------------------------------------------------------------- I think I’ll stop working on this plugin and focus on others—or, better yet, I’ll just enjoy my new life as a retiree. According to statistics in Romania, people in my category live, on average, until age 68. So I have three years left. Anything beyond that is a bonus. Translated with DeepL.com (free version) ---------------------------------------- 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 Xlance at Apr 10, 2026, 1:42:59 AM |
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Re: Modeller 3D plugin Nice layout :-) I'll try to add the extra functions to your design Cheers ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Apr 10, 2026, 7:29:51 AM |
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Re: Modeller 3D plugin Don't rush—give this version a try. I would like you to fix the issue with face grouping when multiple adjacent faces are selected (as was the case in my version with triangles). This is especially necessary for the extrude operation. The newly created faces should enclose the entire selection, not each face individually. I plan to add a panel for scaling and one for extruding. After a few changes, the Undo/Redo feature is behaving strangely. I'll add your new text import option in the right place. There remains the issue of unwanted holes being created when modifying an edge of a face that has just been split. With triangles, this happens very rarely. ---------------------------------------- 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 Xlance at Apr 10, 2026, 10:04:11 PM |
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Re: Modeller 3D plugin Excellent work :-) I did more cosmetic changes to ensure it fits my screen size and some ui moves to create more space for 'Scale' option. https://www.mediafire.com/view/gqg1pwm6fwj2r5h/1.4.5.2.jpg https://www.mediafire.com/file/6m1us318mcmykms/Modeller3D-1.4.5.2.sh3p/file Thank you ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by dorin at Apr 11, 2026, 7:39:50 PM |
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Re: Modeller 3D plugin My final dialog with one of the AI after few days of trying and fail. Q: With TRIANGLE_ARRAY shapes work as expected but with QUAD's don't. Could QUAD_ARRAY to not be proper solution for modeling shapes? A: Yes, this is a fundamental representation problem. QUAD_ARRAY is the wrong primitive for general 3D modeling, and here's why: QUAD_ARRAY limitations • Quads are not guaranteed to be planar. After extrusion, scaling, or any non-uniform deformation, the 4 vertices of a face will generally not lie in the same plane. The renderer then silently splits each quad into 2 triangles — but it picks the split diagonal arbitrarily, producing inconsistent shading, incorrect normals, and visual artifacts. • Shared vertex topology is not expressible. QUAD_ARRAY (like TRIANGLE_ARRAY) is an unindexed flat list — each face owns its own 4 vertices, so adjacent faces don't actually share vertices. This means: ◦ Welding/merging operations require explicit de-duplication ◦ Normal smoothing across edges is unreliable ◦ Operations like your extrude must manually track edge adjacency (your edgeUsage map is a workaround for this missing structure) • Winding order ambiguity is worse with quads. With triangles, the cross product always gives an unambiguous normal. A non-planar quad has no single well-defined normal — different renderers resolve this differently. What professional modelers use The industry-standard internal representation is a half-edge mesh (also called a winged-edge or doubly-connected edge list): Vertex → outgoing HalfEdge HalfEdge → next, prev, twin, face, vertex Face → one HalfEdge This gives you O(1) access to: • All faces around a vertex • Both faces sharing an edge • All edges around a face • Boundary detection (twin == null) Operations like extrude, bevel, loop cut, and subdivision become clean algorithms rather than index-hunting workarounds. Blender, Maya, and Wings3D all use half-edge internally, rendering to triangles only at display time. Practical recommendation for your codebase A full half-edge refactor is large, but a meaningful intermediate step is switching to an indexed triangle mesh with explicit adjacency: class Mesh {• Triangles are always planar — no ambiguity • Shared vertices are explicit — smoothing and welding are trivial • Boundary edges are simply edges where edgeToFaces has only one entry — your edgeUsage map, but built into the structure • Extrude, bevel, and subdivision algorithms are well-documented for triangle meshes The rendering side doesn't change at all — you're already outputting triangles to the GPU anyway. QUAD_ARRAY was just an illusion of quads on top of triangle rendering. Q: Good. Where to put and use this class? Or I need to start all from scratch? A: You don't need to start from scratch. The cleanest approach is to use Mesh as an internal working representation inside SolidShape, converting to and from it only at the boundaries — load and display. Current architecture (guessed from your code): SolidShape List<Point3f> vertices ← flat, unindexed List<int[]> faces ← QUAD_ARRAY indices List<String> faceNames ShapeNode → SolidShape → renders via QUAD_ARRAY Target architecture — minimal disruption: SolidShape Mesh mesh ← new internal representation // Converters (called at load/save/render boundaries only) void fromQuadArray(...) ← import legacy data int[] toTriangleArray() ← export to renderer // All editing operations now delegate to mesh addVertex(), addFace(), etc. The rest of your codebase — ShapeNode, the editor, undo/redo via takeFullSnapshot() — touches SolidShape only, so they don't need to change. Where each piece lives: Mesh.java ← new file, pure geometry, no rendering List<Point3f> vertices List<int[]> triangles ← always tris, always planar List<String> faceNames Map<String,int[]> edgeToFaces ← built on demand SolidShape.java ← owns a Mesh, exposes editing API Mesh mesh fromQuadArray() ← called once on load/import toTriangleArray() ← called by ShapeNode at render time takeFullSnapshot() ← serializes mesh state for undo restoreSnapshot() ShapeNode.java ← no changes needed update() ← calls ss.toTriangleArray() as before Editor / directionalExtrudeSelected() ← operates on SolidShape API ← no longer touches faces/vertices directly Migration path — incremental, not a rewrite: Step 1 — Add Mesh.java, keep everything else unchanged. No breakage. Step 2 — Add SolidShape.fromQuadArray() and SolidShape.toTriangleArray(). Wire toTriangleArray() into the existing render path. Validate visually — shapes should look identical. Step 3 — Rewrite one operation (e.g. directionalExtrudeSelected) to work on mesh internally. Everything else still uses the old path. Test that one operation. Step 4 — Migrate remaining operations one by one. Each is independently testable. Step 5 — Once all operations use mesh, remove the old vertices/faces lists from SolidShape. The snapshot/undo system is the only tricky part. Your current takeFullSnapshot() presumably serializes the flat arrays. You'll need to update it to serialize Mesh instead — but the interface (float[] before = ss.takeFullSnapshot()) doesn't need to change, just the implementation. So in short: create Mesh.java as a new standalone class, embed it in SolidShape, and migrate operations one at a time. The editor, renderer, and undo system stay structurally the same. The total surface area that needs changing is just SolidShape internals. (I've implemented the recommendations.) Q: Thanks! It is worse now. I'll return to triangles. Probably at the end (when finally exported) could be converted to Quad. A: That's the right call. Keep triangles internally, convert to quads only at export if needed. Let's go back to the clean triangle-based version without the Mesh layer — simpler, working, and honest about what the geometry actually is. To make sure I give you exactly the right code: which part is broken — is it directionalExtrudeSelected specifically, or did the Mesh.fromSolidShape / toSolidShape conversion also corrupt other operations like selection highlighting or undo? Q: Doesn't mater. I have to make few steps back to a specific point and continue on another direction. A: Understood — sometimes the cleanest move is to roll back to a known good state and branch from there. Good luck with the new direction, and feel free to come back when you need another pair of eyes on the code! Here is my last version on this direction. ---------------------------------------- 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 Xlance at Apr 12, 2026, 4:29:14 PM |
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Re: Modeller 3D plugin @dorin @Keet @Puybaret https://www.mediafire.com/view/6rwfqm91u19473t/1.4.5.4.jpg/file https://www.mediafire.com/file/ff8x0cw20l7tvto/Modeller3D-1.4.5.4.sh3p/file Whats New: + Introduced UI Flatlaf dark mode. + Re-introduced old Extrude code in addition to dorin's new functions. + Adjusted / Aligned UI elements for more orderly interface. + Screen size is reduced a bit to a fixed 1200x730 px. + Minor tweaks. Enjoy ![]() ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Apr 12, 2026, 5:19:34 PM |
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Re: Modeller 3D plugin First impression: looking great! I use the BlackMate theme on my Linux install which makes all Linux programs that follow the design rules use that theme. The Flatlaf dark mode looks very good, much easier on your eyes. First remark: The click+drag preview movement is still "the wrong way round": When I move the mouse down the preview goes up. When I move the mouse right the preview turns left. Compare it to the 3Dview in Sweet Home 3D. It's very disconcerting to have opposite movement when you start a plugin after using the Sweet Home 3D 3Dview. I will play some more and let you know what I find. Excellent job so far! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Apr 12, 2026, 6:48:10 PM |
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Re: Modeller 3D plugin @Keet https://www.mediafire.com/view/6rwfqm91u19473t/1.4.5.4.jpg/file https://www.mediafire.com/file/ov279gvof96a2f0/Modeller3D-1.4.5.4.sh3p/file + Fixed zoom in/out. Enjoy ![]() ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Apr 12, 2026, 7:22:24 PM |
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Re: Modeller 3D plugin Have you noticed that the plugin interferes with the Sweet Home 3D UI after usage? The scrollbar handle (between the 2D and 3D views) and the 2Dview grid have changed after closing the plugin window. The navigation click+drag with the mouse is unchanged and still turns the wrong way, both left/right (rotate) and up/down (tilt). I didn't notice the free draw selection area before, a very, very useful feature. But... area selection still includes elements behind the select area. In other words, if I select the front of a sphere, the hidden faces at the back are also selected. That makes the area select virtually useless. Area select should only select the visible elements inside the drawn area. Does Java have collapsible panel controls? ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Apr 12, 2026, 8:58:12 PM |
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Re: Modeller 3D plugin Have you noticed that the plugin interferes with the Sweet Home 3D UI after usage? The scrollbar handle (between the 2D and 3D views) and the 2Dview grid have changed after closing the plugin window. Fixed. Flatlaf does not leak to UI after closing.The navigation click+drag with the mouse is unchanged and still turns the wrong way, both left/right (rotate) and up/down (tilt). Fixed.I didn't notice the free draw selection area before, a very, very useful feature. But... area selection still includes elements behind the select area. In other words, if I select the front of a sphere, the hidden faces at the back are also selected. That makes the area select virtually useless. Area select should only select the visible elements inside the drawn area. Fixed. Note that edges/faces are selected if inside or 'crossing' selection area.![]() ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Apr 13, 2026, 4:02:08 PM |
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Re: Modeller 3D plugin download url? ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Apr 13, 2026, 6:47:35 PM |
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Re: Modeller 3D plugin Here :-) https://www.mediafire.com/file/5p2iw9uwxzr1ril/Modeller3D-1.4.5.5.sh3p/file ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Apr 13, 2026, 8:45:24 PM |
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Re: Modeller 3D plugin Yes, the navigation is much more intuitive now. A quick test revealed a few problems. Area select often does not select the faces in the drawn select area (both square and lasso). On a sphere it seems to work but on a cube or triangle not. I still don't like that clicking outside the model deselects everything. It's too easy to accidentally click and lose what you have selected. A button Select none under the Select all button will be better. I'm also missing deselect an area. Sometimes it's easier to first select all and then deselect an area. Overall I think selecting and deselecting is made a little too complex. It is not intuitive. Try to follow as much as possible as how it works in the Sweet Home 2D view. That will make it much easier for most users. - leftclick select or deselect if already selected. - leftclick+drag area select, select what is not selected and deselect what is already selected. - for lasso the same but with ctrl. - with shift the previous adds to the current selection without erasing what is already selected (ctrl+shift for the lasso). Notice that there's no right click. A right click and drag is awkward for many users. It's a motion they never or rarely use. Select Points and look at the coordinates under Move for different selected points. With a single point selected this should be the actual coordinates of the point I assume? However the numbers for the same point change when you rotate the model and select the same point again. Simple navigation shouldn't change the coordinates. I think you got the XYZ values mixed up somewhere. A Z value 0 should be on the grid but I see Z values on a triple pyramid with the top 0 AND one of the bottom points with Z 0??? One I noticed is that is seems like the Z value is displayed in the Y field. This will definitely need a manual. Some fields make no sense to the casual user. (But wait with a manual until there are no longer big changes.) I'll test some more. Every version is getting better so keep it up! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Keet at Apr 13, 2026, 10:05:36 PM |
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Re: Modeller 3D plugin Z value is displayed in the Y field Indeed, in *.obj files, UP is Yhttps://cs418.cs.illinois.edu/website/text/obj.html 3.1 Orientation It is common to find OBJ where • +z is up and +y is forward • +y is up and −z is forward • +y is up and +z is forward Other orientations are also possible. There is no easy way to tell what orientation a given file has except by having a user to look at the data rendered in one orientation and say "that’s not right." Both Sweet Home 3D and Blender handle .obj files with the order X,Z,Y, the most common used order. the first value is interpreted as X, the second value as the vertical value (Z, up), and the third value as Y, when you import a .obj file. There's a reason why you can change the orientation of a model when you import it in Sweet Home 3D: it allows you to correct a "wrong" order of the coordinates in the .obj file. This doesn't matter to the user, he sees a vertical blue line for Z and expects to see the connected value in the blue Z field. Most furniture models have an elevation 0, i.e. "the grid is the floor". I understand why you center around 0, but if you implement panning the grid in a future version you can do as Sweet Home 3D does: convert so the lowest Z value is 0. (You removed the post but I thought I would explain anyway) ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Apr 13, 2026, 11:41:30 PM |
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Re: Modeller 3D plugin @Keet + Z is UP + Shapes at 0 level https://www.mediafire.com/file/kngne514hykrld9/Modeller3D-1.4.5.6.sh3p/file ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
| Posted by Keet at Apr 14, 2026, 6:18:40 AM |
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Re: Modeller 3D plugin Much better. Most of the Sweet Home 3D users are not experienced 3D modellers and this view is much easier for them to understand. An easy one: Make the coordinate spinners a little larger, the decimal number is only displayed half with two digits before the decimal point. Most sizes used in Sweet Home 3D are between -1000 and 1000 and the precision is 1mm = need to completely display 999.9 or if possible -999.9. It looks like there is room for it in the panel. Don't forget to look at the selection process. Follow as much as possible how it works in Sweet Home 3D. Nobody expects this all to be done tomorrow. Take your time and have fun doing it. This is supposed to be fun, not work Thank you! A few more that I found: - Import an object and without changing anything save it. The resulting object always gets a width of 100 but the proportions are correct. Of course the saved object should have the same dimensions as the imported object if nothing was changed. - Without closing the plugin window import another object, the save/cancel buttons have disappeared. Enter still creates the object but again with width 100. - close and start the plugin again. Import another object from a different location. Now it asks for a filename to store? <enter> and (maybe) the object is stored somewhere but I can't find it. Probably no save at all. Repeat and now the object is added in the 2D view but: *all textures are lost, everything gets the same material definition *the g group names are lost, i.e. all deformation strings are lost too *width is again 100 but the proportions are correct *a random previous object appears in the preview window??? - even after closing Sweet Home 3D and opening the same project again the plugin does no longer display the save/cancel buttons. Some strange things happen with import and save. I think there should be three exits: Cancel, Save/Ok (add to 2D view), and Export (save as .obj/.mtl files). Of course import should import and retain the original g group names. Don't bother with a Blender .obj file with only objects (o) instead of groups (g). The user can import it in Sweet Home 3D and export it. Sweet Home 3D will create an .obj file with groups that can be imported in the plugin. Don't let it overwhelm you, take one at a time when you feel like it. Remember: it has to remain fun ![]() ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by Xlance at Apr 14, 2026, 1:55:48 PM |
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Re: Modeller 3D plugin - Make the coordinate spinners a little larger, the decimal number is only displayed half with two digits before the decimal point. Most sizes used in Sweet Home 3D are between -1000 and 1000 and the precision is 1mm = need to completely display 999.9 or if possible -999.9. It looks like there is room for it in the panel. Fixed- Don't forget to look at the selection process. Actually the use of right click is very common and convenient- close and start the plugin again. Import another object from a different location. Now it asks for a filename to store? <enter> and (maybe) the object is stored somewhere but I can't find it. Probably no save at all. Works fine with me- even after closing Sweet Home 3D and opening the same project again the plugin does no longer display the save/cancel buttons. - all textures are lost, everything gets the same material definition. Fixed for *.obj and *.3ds- Imported *.dxf files with Arcs, Splines, Lines or Mixed. Fixedhttps://www.mediafire.com/file/cwxkgal36msa8l5/Modeller3D-1.4.5.7.sh3p/file ---------------------------------------- Windows 64bit | Intel i7 | 8GB Ram | SH3D 7.5 + Plugins |
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