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 CAD / LDraw Files / Parts / *1607 (-10)
  Re: unofficial new primitive -- "Rounded Corner"
 
[snipped Franklin's post] Some comments/questions: What is the definition of this part? Is it a section of a sphere? What are the angles and radii of the curved edges? Could you reverse the shape, so it is convex? This would make it easier to fit (...) (24 years ago, 15-Sep-00, to lugnet.cad.dat.parts.primitives)
 
  Re: unofficial new primitive -- "Rounded Corner"
 
OK, I've finished this primitive, but before I re-submit it, I need to know a couple of things... Just what do I call the DAT file? On my PC's hard drive, I'm calling it "RND-CRNR.DAT". Is that food enough? Also, what extra steps (if any) do I need (...) (24 years ago, 15-Sep-00, to lugnet.cad.dat.parts.primitives, lugnet.cad.dev)
 
  new part - minifig skeleton arm (6265.dat)  [DAT]
 
Hi! I just finished up this version of the Minifig Skeleton Arm. I say "this version" 'cuz I had to inline some not-yet-official primitives into it (see "(URL) for more info), and I will want to update this part once [read "if"] the not-yet-official (...) (24 years ago, 14-Sep-00, to lugnet.cad.dat.parts)
 
  unofficial new primitive -- "Rounded Corner"  [DAT]
 
Hi, While encoding the Arm piece for the Minifig Skeleton, I encountered something for which I needed a primitive (and I couldn't find anything like it among the existing primitives). At the "wrist" of the Skeleton Arm, there are four (...) (24 years ago, 14-Sep-00, to lugnet.cad.dat.parts.primitives)
 
  Re: 2736 (Technic Axle Towball)  [DAT]
 
(...) Actually, if you want to submit the fix to the parts library, you need to send it to partsref@home.com. (...) Doh! Thanks for pointing this out. And posting a correction. (...) Nice. I'd disagree with: 0 You cannot 0 draw an edge between a (...) (24 years ago, 13-Sep-00, to lugnet.cad.dat.parts)
 
  2736 (Technic Axle Towball)  [DAT]
 
I'm not sure if this is the proper procedure, but I noticed a problem in part 2736 (Technic Axle Towball) which appears to have been caused by the part being authored without rotating the viewpoint away from the standard one. The cylinder which was (...) (24 years ago, 13-Sep-00, to lugnet.cad.dat.parts)
 
  Re: Skeleton Torso: Attn Steve Bliss
 
(...) Steve, I have shortened the shoulder-pegs as you suggested. Then, just for fun, I put a transparent skull on top a transparent torso and ran it through POV. The neck peg sticks up into the skull, ruining the effect. :) Dennis. (24 years ago, 12-Sep-00, to lugnet.cad.dat.parts)
 
  Re: Skeleton Torso: Attn Steve Bliss
 
[follow-up re-directed to ".dev"] (...) I'd like to take a crack at it. Thanks, Franklin (24 years ago, 12-Sep-00, to lugnet.cad.dat.parts)
 
  Re: Skeleton Torso: Attn Steve Bliss
 
(...) Travis Cobbs created the lines for the cylinders. To be honest, it was over my head. But I will study the explaination he gave and will try to shorten the cylinders. (...) Yes. And I had to edit 99% of my quad lines for 'bad vertex sequence'. (...) (24 years ago, 12-Sep-00, to lugnet.cad.dat.parts)
 
  Re: Skeleton Torso: Attn Steve Bliss
 
(...) Just glancing at it (in L3Lab (the spine looks particularly cool in transparent/non-dithered mode)), the only thing that leaps out is the cylinders that make the base of the shoulder-pegs should be shorter -- they intrude into the balls on the (...) (24 years ago, 11-Sep-00, to lugnet.cad.dat.parts)


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