Subject:
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Re: Can anyone get these parts to intersect at right angles in LDD?
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Newsgroups:
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lugnet.cad.ldd
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Date:
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Thu, 18 Jun 2009 00:26:57 GMT
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Viewed:
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28084 times
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"ivansanchez" <ivan@sanchezortega.es> wrote in message
news:KLE94G.Ezw@lugnet.com...
> Philippe Hurbain wrote:
>
> > > Using the "unzip the .lxf" technique explained here...
> > > http://www.classic-space.com/plugins/forum/forum_viewtopic.php?70511.post
> >
> > Excellent trick, thanks for bringing it to our attention!
>
> Gee, thanks :-)
>
> > Your rotated gears seem perfectly placed, I was able to fit properly
> > connected beams around them:
> > http://www.brickshelf.com/gallery/Philo/Misc/wheels_right2.lxf
To Phillipe: Thanks!
> Well, I disagree on the "perfectly placed" part - your model has a bit of
> free space between the black gear and the 1/2 stud bush.
I have to disagree with your assessment of that:
http://www.brickshelf.com/gallery/ghyde/FactoryBuilds/wheels_right2a.lxf
If LDD lets me do that, beautiful! I don't mind a gap or two, in fact given
it happens all the time in real models, I'd expect gaps.
> I've nudged things a bit and got this:
>
> http://ivan.sanchezortega.es/lego/wheels_right3.lxf
>
> It's wrong anyway - if you center the camera on the axle for the black
> wheel
> and zoom in, you'll see that the axle is off-center even so slightly. If I
> nudge the pieces a tiny bit closer to correct that (by 0.01 mm), LDD
> thinks
> that the gears collide.
Yeah, I think LDD definitely could use better collision detection.
> Man, I hate floating point arithmetics.
>
>
> > Oh yes - and believe me, LDD guys are aware of that!
>
> So, can we have "LDD AFOL edition: now with 'turn the damn collisions off'
> button!" ??
To Phillipe: Please let them know a fix ASAP would be good! To Ivan: Yes
please, I want a 'turn off these damn collisions!' button!
Cheers ...
Geoffrey Hyde
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