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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!
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Re: Modeller 3D plugin
Z value is displayed in the Y field
Indeed, in *.obj files, UP is Y
The order of the coordinates in an .obj file is X,Z,Y. Actually... that is not completely true. Strangely enough there is no specified order of coordinates.
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)
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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
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[Edit 1 times,
last edit by Keet at Apr 14, 2026, 7:58:59 AM]
Joined: Mar 23, 2020
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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.
- even after closing Sweet Home 3D and opening the same project again the plugin does no longer display the save/cancel buttons.
Works fine with me
- all textures are lost, everything gets the same material definition.
Fixed for *.obj and *.3ds
- Imported *.dxf files with Arcs, Splines, Lines or Mixed.