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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!
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Netherlands
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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!
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Romania
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Re: Modeller 3D plugin
Good! Put it here.
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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.
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.
Romania
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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
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Re: Modeller 3D plugin
The Fillet function is very tricky, I've been trying to fix it for days !
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Romania
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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
Joined: Mar 23, 2020
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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 ...