Hi,
Limitations are common limits for booleans.
The more objects cutting a single polygon, the more risk to fail as each one does generate a triangulation and in the end you’ll end up with pretty small tris to cut.
Checked with 300 windows on 5 levels in a single wall part, to validate the “Hybrid” method concept.
Hybrid method does use one object to merge all holes and then use this one to cut wall, much more robust than regular modifier stacking and still interactive.
Found boolean errors are pretty random (mostly precision issue), so pushing auto-boolean may fix holes not working in some situations.
When holes are crossing each other, use “carve mode” to merge them properly into one single volume in the autoBoolean object.
Using “split” a wall part may help by making two segments instead of a single one.
The auto boolean tool does take care of sorting windows / doors from center to borders, to help boolean modifier.
Also making one wall for each level also helps a lot.
A solution to partially prevent this could be subdivide the wall along height and possibly width, but any hole exactly touching those edges may fails too.
Is there a way to finalize the options created on this add on? I was planning grouping it to a building and link it to another scene but the doors just doesn’t want to come along.
Can’t repro here. Linking eg to Scene.01 from Scene does work as expected.
So without any further information about what you are doing, info about environnement, version of achipack used and steps to repro your issue i’m afraid i cant do anything to fix.
I’m using 1.2.5. What I did was create a door and after messing with the settings, I grouped the doors with a building. Then I linked it to another scene. Thing is it carried everything else but the doors.
You definitely not facing with an archipack specific issue,
archipack objects are regular blender objects, nothing more nothing less.
So linking to scene, link / append from files does work “out of the box”.
The only difference with “dumb” mesh lie in custom properties
attached triggering mesh rebuild when (and only when) user does change any of them.
Create a door, select both door frame, door panel and handle,
try to link them to another scene and you’ll find it’s working as expected.
So i can’t figure what exact issue you’re facing, maybe a layer visibility,
a selection issue, but as far as i can tell it’s not related to achipack at all.
“Dumb mesh” are things like cube and other primitives without any parametric ability.
Okay, I exported under a different group and it’s working now. In the future, I will have to use another method to get the doors and the building under the same group. Thanks anyway.
Hi serviteur,
You may adjust “slopes” angles by adding parts and setting part type to “slope”.
In your usecase, setup 4 parts and set part type to “slope”.
Then set bound_idx to 0 on the slope 1 and 2.
in the first slope set angle to 90, in the slope 2 set -90, then modify to adjust rotation according your needs.
Set bound_idx 1 to the other ones and setup angles like part one.
Keep in mind Roof features are not in a stable release, i want to avoid loosing time when coding by writing tutorial on features that are unfinished and likely to change.