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  1. #21
    Member migius's Avatar
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    CADtools 0.40 alpha - 2009.12.24 released:
    - improved EDIT:OFFSET-3D
    - improved SNAPmodes
    - fixed LockXYZ
    - added DRAW:RECTANGLE-2D
    - added DRAW:BOX-3D



  2. #22
    Member migius's Avatar
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    CADtools 0.40 alpha - 2009.12.30 is out.
    new features:
    - support for imperial units
    - polar coordinates system
    - SLIDE-mode for Mesh-editing



  3. #23
    Member migius's Avatar
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    CADtools 0.42 alpha - 2010.01.24 is out.
    new features:
    - EDIT_PROJECT3D: full implementation incl.SLIDE-mode, works for Mesh-objects
    - added support for multiple 3d-views
    - added support for multiple scenes
    - vizLocation: polar_coordinates implemented, range +/-180
    - On-Line-Help: implemented, context sensitive, access with F1-key
    - RMB-Last-Command-Repeater for idle-mode: (limited: works only over script-window)
    - DRAW_ARC: added support for Mesh



  4. #24
    Migius this is Great!! Thank you!! \o/
    `,_,`,_, waves ,_,`,_,`



  5. #25
    Member migius's Avatar
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    Originally Posted by popski View Post
    Migius this is Great!! Thank you!! \o/
    you are welcome! i've send you a PM



  6. #26
    Member migius's Avatar
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    CADtools 0.43 alpha - 2010.02.06 is out.
    new features:
    - visualize one-point-curves and edgefree-vertices
    - OFFSET3D: improvements
    - MOVE/ROTATE/ALIGN: added support for Curve-objects
    - visualize Curve-points/segments
    - UNITS:Precision-setup for numeric-input and vizLocator
    - UCS: Align to current VIEW (CTRL+NumpadKey0)
    - VIEW: Align to current UCS (NumpadKey0)
    - UCS: Call UCS from list (CTRL+NumpadKeys1-9)
    - F1-HELP: added idle-mode-context
    - SNAP: new engine, added SNAP-temp-mode (MMB-menu)
    - SNAP: fix for recently broken point_seek()



  7. #27
    Member migius's Avatar
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    CADtools 0.44 alpha - 2010.02.14 released.
    new feature:
    Virtual-Dimensioning-System
    DIM-objects:
    - Linear
    - LinearBase (positive/negative distance to base point)
    - Angular
    - AngularBase (positive/negative angle to base direction)
    - Area (of closed polyline)

    more features:
    - new hotkeys: GRID-mode (F7) , ORTHO-mode (F8) , SNAP-mode (F9)
    - fix SNAP-temp-mode (MMB-menu): allows multiple settings
    Last edited by migius; 14-Feb-10 at 14:04. Reason: new hotkeys



  8. #28
    Member migius's Avatar
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    next release

    Release notes:
    0.46alpha - 2010.03.22
    - SNAPmode-PER: snap perpendicular point on circle/arc
    - SNAPmode-CEN: snap center of circle/arc
    - SNAPmode-TAN: snap tangent points on curves
    - snapPoint: added LINExCIRCLE-intersection point
    - EDIT_FILLET: fixed error with double picked edge
    - DRAW_CIRCLE: added visual feedback (ghost-circle)
    - DRAW_CIRCLE: fixed LockXYZ-modes
    - DRAW_BOX3D: added popup-menu (TAB) for distance setup
    - UI-theme: connected to Blender-theme: updated
    - SELECT: added select_all if 2x-empty-select with NEW_box
    - EDIT_MIRROR: implementation
    - EDIT_SCALE: implementation incl.DUPLIC/DIVIDE-modes
    - snapPoint-routine: added popup-menu for optional parameters (TAB)
    - ARCH_STAIR: initial implementation
    - EDIT_ALIGN: added support for DUPLIC/DIVIDE-modes, but needs better algo

    0.45alpha - 2010.02.24
    - UI: scrollable (WHEEL)
    - UI-theme: connected to Blender-theme: initial implementation
    - DRAW_BOX3D: new visual feedback system (ghost-box)
    - new visual feedback system (ghost-shape)
    - DRAW_BOX3D: auto-flip normals due isLeftHandMatrix()
    - DRAW_BOX3D: choice direction for default-width/hight (RMB)
    - SLIDE-mode: added support for NEW-mode and DUPLIC-mode
    - DRAW_BOX3D: added optional parameter-menu (TAB)
    - ScreenPick_Point(): code optimisation/cleaning
    - SNAP: fixed handling closing segments in Curves
    - DRAW_BOX3D: new implementation: 4-points setup, visual feedback (ghost-line)
    - added access to script-UI-area from any running command

    It took unbelievably much time to finish it, ... and still not finished!
    Visit www.cad4arch.com/cadtools/ for more details.
    Last edited by migius; 25-Mar-10 at 14:13.



  9. #29
    Member migius's Avatar
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    release 0.47alpha - 2010.04.27

    Release notes:
    0.47alpha - 2010.04.27
    - more unified visual feedback for input of point sequences
    - bugfix in getmatrix3p()
    - DRAW_CIRCLE: added preview for 3-points-method
    - EDIT_MOVE/ROTATE/ALIGN: fixed ignored closed-flag in Curve-objects
    - DRAW_LINE: implemented preview (ghost-line)
    - DRAW_CIRCLE: added preview default radius for center-point-method
    - simplified getScreenRay() routine
    - event-system: new implementation
    - modified PROC_STATE-system
    0.46alpha - 2010.04.22
    - added auto-cancel running command if start a new one
    - UCS-Manager: fixed storing current UCS
    - activated view-navigation with NumPadKeys in command-mode
    - LockXYZ-options: more intuitive behaviour, added XYZ-hotkeys
    - MARKER-Manager: bugfix
    - SNAPmode-MID for Curves: fixed snapping
    - SNAPmode-CEN for Curves: improved tolerance to 0.00001
    - MMB-menu: fixed access to snapPoint-menu
    - MMB-menu: fixed storing PreCOMMAND value
    - added Blender.pCAD['pass'] for pass scriptlink routine
    - ORTHO-mode: added support for Z-direction in applyLockXYZ()
    0.46alpha - 2010.04.12
    - SNAPmode-PER: PERpendicular-option estimates self-perpendicular-point
    - SNAPmode-TAN: TANgent-option estimates parallel line to given stright segment
    - UI: scroll/pan also in command-mode
    - UI: added pan(MMB-drag)
    - bugfix precision of points drawn in SNAP:NONe-mode
    - UI-precision: displaying up to 9 comma places
    - snapPoint-TAB-menu: added distance numeric-input option
    - UI: scroll(WHEEL): added independent horizontal and vertical register
    - SELECT:complete-mode: select Plane = an area of all co-planar faces
    - SELECT:complete-mode: select Line = a sequence of all co-linear edges
    - MARKERS select-menu shows links to associated list-Points

    more details on www.cad4arch.com/cadtools/



  10. #30
    Member migius's Avatar
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    0.48alpha - 2010.05.24

    Matching camera to architectural shots can be very cumbersome, so I have implemented a small routine making this job automatic.
    It works perfectly even for crop-images and tilt-shift-images like below:




    Short video tutorial will be soon placed on www.cad4arch.com/cadtools/
    Edit: the video is there, look at ARCH-tools: CAMERA-MATCH

    Release notes:
    0.48alpha - 2010.05.24
    - DRAFT_MATCH: added 2-points-perspective, inclusive tilt-shift-images support
    - DRAFT_MATCH: 3-points-mode: added tilt-shift-images support
    - added DRAFT_ALIGN: synchronizing camera(background image) to existing 3d-geometry
    - DRAFT_MATCH: added reference-cube-object CamCube
    - DRAFT_MATCH: added 3-points-perspective reconstruction
    - added DRAFT_MATCH: matching camera to background-image/photo
    0.47alpha - 2010.05.03
    - bugfix: wrong view_matrix returned in multi_3dview-environment (BOX4D:RMB-defaults failure)
    - DRAW_ARC: added 2points-normal-method incl. preview(ghost)
    - DRAW_ARC: added 2points-tangent-method incl. preview(ghost)
    - DRAW_ARC:3points-method: implemented preview(ghost) and new behavior
    - DRAW_CIRCLE:center-radius-method: changed behavior - more intuitive
    Last edited by migius; 20-Jun-10 at 04:54. Reason: uploded video



  11. #31
    any chance this will work in b2.5 ?



  12. #32
    Member migius's Avatar
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    Originally Posted by zeffii View Post
    any chance this will work in b2.5 ?
    2.5 no, but it will work in 2.6 for sure, be patient...



  13. #33
    Member migius's Avatar
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    CADtools 0.50 alpha - 2010.07.14 released.
    new features:
    - storing settings/preferences between sessions
    - tools for Bezier-Curves editing: DELETE, BREAK, OFFSET, TRIM...

    Last changes:
    0.50alpha - 2010.07.14
    - EDIT_OFFSET:2d-mode: added Bezier-Curve support
    - massive code changes and bugfixing due recently implemented Curve routines
    0.49alpha - 2010.07.04
    - EDIT_BREAK: added support for Curve-Objects
    - added EDIT_BREAK: adding points to Mesh/Curve-segments, optionally splitting them
    - EDIT_DELETE: regular support for Curve-Objects (modes: points,segments,split)
    - added routines for Curve editing: locate/add/delete points
    - EDIT_TRIM: support for CIRCLE/ARC
    - EDIT_OFFSET:2d-mode: support for CIRCLE/ARC
    - EDIT_OFFSET:2d-mode: added SLIDE-mode
    - EDIT_OFFSET: added 2d-mode: offsets Mesh-edges and Curve-segments
    0.49alpha - 2010.06.17
    - added auto-detection of 2.49-CAD-edition
    - bugfix: cancel option in vector_selection_from_list-menu
    - implemented persistent storing settings/preferences in scene.properties
    - CAMERA-MATCH: simplified work-flow due Window.Get/SetBgImage()-function (needs 2.49-CAD-edition)
    - added CTRL_IMAGE: Image manager
    - added CTRL_CAMERA: Camera manager



  14. #34
    Hello Migius,

    Not sure if you are still checking this thread but I had a question for you on the dxf importer and exporter scirpts you have made (and potentially these tools as well). Have you ever noticed any numerical accuracy issues when going from .dxf to blender and then back to .dxf again? I have found that if I array a rectangle in autocad out 1000 times in the y direction, then load it into blender and export it back out again, there are small but meaningful differences between the original and the exported version. I have been triyng to track down the source if this issue, and it seems like blender is using double precision for its math when I print out the points, but the final output in the dxf looks to be slightly truncated. The output from Autocad and Blender have about 17 significant digits while the output from the dxf has 12-13 digits. Is there anyplace in the dxflibrary or your code where I can set it to use this full precision? Any information would be most appreciated.

    I really love your tools as they have allowed me to do many things I was unable to do before, but now that I am using Blender for designs with higher accuracy requirements I would love it if there was a way to use Blender's full precision when importing and exporting my dxf files.

    Thnaks



  15. #35
    Member migius's Avatar
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    hi Bleiner,
    AFAIK there is no solution for your request at the moment. Both scripts (DXF-importer-exporter and CADtools) rely on Blender built-in routines optimized for speed not precision, therefore it is possible to keep max 8-digits-precision of imported CAD data. Architects and designers can handle it quite well.
    Writing exclusive in Python could solve this issue, though on cost of speed.



  16. #36
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    nice project !
    about :
    SUN-MATCH: sun-light matching to given date/time/geo-location on your website,
    I reworked the sun-D/fiat lux scripts for a game engine implementation (2.49b), if you want to hack :
    http://jerome.le.chat.free.fr/index....un-engine.html
    demo file here :
    http://jerome.le.chat.free.fr/index....ternative.html



  17. #37
    Member migius's Avatar
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    Originally Posted by Bleiner View Post
    The output from Autocad and Blender have about 17 significant digits while the output from the dxf has 12-13 digits. Is there anyplace in the dxflibrary or your code where I can set it to use this full precision?
    DXF/CAD-scripts work with Python floating numbers, which are implemented using double in C, though some Blender built-in routines/transformations work on single precision floats (afaik).
    Investigate/solve it is not on my todo-list now, eventually later.



  18. #38
    Member migius's Avatar
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    Originally Posted by littleneo View Post
    SUN-MATCH: sun-light matching to given date/time/geo-location on your website,
    I reworked the sun-D/fiat lux scripts for a game engine implementation (2.49b), if you want to hack :
    http://jerome.le.chat.free.fr/index....un-engine.html
    thanks littleneo, i think i have seen fiat lux script already.
    I am using similar routine based on my old autolisp script and I will try to add some GPS functionality. Though the main challenge for me is the user interface part in Blender.



  19. #39
    Thanks for the information Migius! So is everything in Blender done to 8 digit precision? Or just the import/export scripts. Because when I read in an object in Blender through the active console and look at a vertex I do have about 17 bits of data even if the numbers it gives me is not exactly the same as what should have been imported. If I put in a scale factor will the value be rounded to 8 digit precision or does Blender work on full double precision but, round the display values for ease of appearance?

    Thanks
    Bleiner



  20. #40
    Member migius's Avatar
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    @Bleiner: Blender work on full double precision but some routines seem to round the values or work on rounded values for performance or appearance reasons. This is my current stage of knowledge, though i am not a core developer and may be wrong... Devs on IRC/#blendercoders can better answer your question
    Last edited by migius; 12-Aug-10 at 08:22. Reason: spelling



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