| | Re: Colinear Vertices
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(...) triangle has had its surface normal pulled down. So the triangle isn't co-planar with the quad as far as the lighting is concerned. With curve smoothing, all polygons who share a smoothed vertex use a common surface normal for that vertex. But (...) (16 years ago, 13-Dec-08, to lugnet.cad)
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| | LD4DStudio suggestions?
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Hello all, I was wondering if people have some minor suggestions / bug reports for my current LD4DStudio version. Work on the 1.1 version is taking longer than expected so I was planning to release a bugfix only version this month. Any additional (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Conditional Ring primitive?
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(...) My comment about needing twice the geometry for the edge was based on a misunderstanding of what you wrote. Based on what I now assume you meant, two wouldn't be required for each joint. However, your solution would only work if the cones on (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Conditional Ring primitive?
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(...) It sounds like it would work, but I'm not sure if people would go for it. Of course, if the POTM competitions are anything to go by, you're making a majority of the complicated parts right now, so if you go with it, that's probably all we need (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Conditional Ring primitive?
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(...) Mmhhh... maybe by setting 2 conditional rings on the junction. Each condring would be set between a cylinder and a cone. Scaling the ring would adapt to various cone slopes. Of course 2 rings would be needed, one for converging cones, one for (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Conditional Ring primitive?
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(...) That's a primitive I have been longing for... but I realized it is impossible to build: where would you put the control lines? The top control points would need to be scaled differently from bottom ones to match various cylinders/cones (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Conditional Ring primitive?
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(...) I just noticed something else while investigating a fix for the above problem. The above model could really use a circular conditional edge primitive. I would vote for x-ycedge.dat as the filename (ie 1-4cedge.dat, 4-4cedge.dat, (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: Colinear Vertices
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(...) I played with the settings, and I had to set the precision all the way down to 0.133 in order to get it to fully smooth. (0.125 failed to smooth properly.) (...) .005. I think I'll set the precision to .01, to hopefully give it some leeway. I (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | Re: LETGUI new version 0.1.0.18
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(...) Thanks! For the record: - Ytruder 1.2 is no longer limited to Y direction and can extrude along x, y or z directions - Intersector 1.3 has a new scaling option that improves result for small parts. Philo (16 years ago, 12-Dec-08, to lugnet.cad.dev)
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| | Re: Colinear Vertices
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(...) It makes sense! (...) An example, this button: (URL) I rounded condlines to 2 decimal places since I couldn't get smoothing anyway. I did more experiments, with full precision in condline it works: (URL) but after rounding to 3 dp there is no (...) (16 years ago, 12-Dec-08, to lugnet.cad)
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| | LETGUI new version 0.1.0.18
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A new version of LETGUI ((URL) is now available. Support for new commandline options for Ytruder1.2 and Intersector1.3 are added. Have fun! cu mikeheide (16 years ago, 12-Dec-08, to lugnet.cad.dev)
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| | Re: x210c01 ChromeSilver Drill 4 x 4 x 7
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(...) Welcome back! (...) I agree with Mikeheide, since the total curvature is low I think 6 cones would be more than enough! (...) Seems a good approach. As for the edge line between screw and cones, Isecalc will provide it instantly! (It would be (...) (16 years ago, 12-Dec-08, to lugnet.cad.dat.parts)
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| | Re: x210c01 ChromeSilver Drill 4 x 4 x 7
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(...) I do not understand correctly what you are saying. If you use a cone primitive you can stretch it in all direction. There is no need to use "about 40 cones". A maximum of 10 should do the same! You should use for this the program "cones and (...) (16 years ago, 12-Dec-08, to lugnet.cad.dat.parts)
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| | Re: x210c01 ChromeSilver Drill 4 x 4 x 7
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(...) Just to refresh my memory ( I haven't done any parts since 2951) The 48 primitives divide a circle in 48 straight lines, right? That would for a 60 LDU diameter mean that each straight line is approx 4 LDU's long, so using coneshapes each 4 (...) (16 years ago, 11-Dec-08, to lugnet.cad.dat.parts)
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| | Re: x210c01 ChromeSilver Drill 4 x 4 x 7
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(...) None I know... (...) The official way is to ask a number to a LDraw admin. That said there are numerous parts on tracker named px... (would be px210c01 here) (...) Yes you should be able to use stacked cone primitives. As Travis suggested the (...) (16 years ago, 11-Dec-08, to lugnet.cad.dat.parts)
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| | Re: x210c01 ChromeSilver Drill 4 x 4 x 7
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(...) If you do find a way to use primitives, you'll probably need to use the \48 ones. I don't think 16 segments is enough for the thicker part of the drill, and switching from one resolution to another part-way along seems like it would be tricky. (...) (16 years ago, 11-Dec-08, to lugnet.cad.dat.parts)
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| | Re: Colinear Vertices
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(...) Not that I know of. I'll think about adding a page to the LDView web site. (I don't think it's really appropriate to add it to ldraw.org, since it's LDView-specific.) (...) The precision is 0.0001. I multiply the coordinate by 10000 and then (...) (16 years ago, 11-Dec-08, to lugnet.cad)
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| | x210c01 ChromeSilver Drill 4 x 4 x 7
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Has anyone been working on this? I used the Peeron partnumber, would that be correct? I have determined that the shape of the "body" of the drill is extremely close to 5+(x+3)^(1/1.58), does any primitives exist that are useable for such a curved (...) (16 years ago, 11-Dec-08, to lugnet.cad.dat.parts)
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| | Re: Colinear Vertices
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(...) Thanks, Travis. BTW, are there guidelines for part authors that would improve smooth shading? What about precision in coincidence between conditional lines and matching polygon sides? I have seen _many_ instances where a quad should blend into (...) (16 years ago, 11-Dec-08, to lugnet.cad)
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| | Re: Colinear Vertices
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(...) I looked at LDDP sources (very clear BTW!). Threshold is compared against square of cross product of each angle of quad. So it depends of size of quad to 4th power! Not very good imho, but since it works for such a long time I used the same (...) (16 years ago, 11-Dec-08, to lugnet.cad)
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