@fjuhec, thanks for the build!!!
So that just dropping the app aside of main app? File size is much smaller or is this due all missing other lib and scripts then?
EDIT
Just works, nevermind
@fjuhec, thanks for the build!!!
So that just dropping the app aside of main app? File size is much smaller or is this due all missing other lib and scripts then?
EDIT
Just works, nevermind
File size is smaller because it’s been compiled using the ‘blender lite’ cmake profile. Also, the mac version has no CUDA kernels included.
SUCCEFULLY build on macosx, with some help from
and
https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Mac
I got a working directory with following commands on macosX:
mkdir ~/blender-build
cd ~/blender-build
git clone https://github.com/mauge123/mechanical-blender.git
cd mechanical-blender
git submodule update --init --recursive
git submodule foreach git checkout master
git submodule foreach git pull --rebase origin master
and as for main version the same for libraries (shared in case you have a directory for blender main trunk):
cd ~/blender-build
mkdir lib
cd lib
svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/darwin-9.x.universal
Hi Mauge,
Thanks for updating mechanical Blender and thank you fjuhec for the builds. Edit mode is very slow with this build for me. This file http://pasteall.org/blend/index.php?id=45228 takes ages to go to edit mode. On master, it goes to edit instantly.
I can confirm this on OSX 10.11.6 the difference is very big
In a first view i think is due to loops related on geometry autodetect, so i think the best way is to have an option to use it or not, and also trying to improve it!
Hi Mauge,
Good Idea to put an option in the meantime, until it’s optimized enough to be usable on big meshes. What kind of things are you autodetecting on geometry?
http://www.mechanicalblender.org/static/reference.html#geometry
Elements to be referenced to allow easy modification of the mesh (in combination of dimensions: eg hole diameter, total length) or to be used on snapping (eg, center, tangent, midpoint)
https://vimeo.com/180035913 i think the video was already posted here before.
Does this edit make the “change to edit mode” quicker now then? PS i would drop the first part of each option you can choose. Just leave the option like “vertice, line, face” etc etc. The header of the option already says “snap to” so adding it to each option is double! Give you a cleaner interface and you could even make it 2 columns now instead of 1 long row.
PS
Perhaps you should add the OSX builds now to your website, i think people would like that.
Thanks for your comments, i’ll commit the flag option during next week, i’m really over saturated at this moment. I’ll also add the build links including a linux one with cycles, as requested.
Thanks!
Finally i had time and added the flag for geometry
http://www.mechanicalblender.org/static/reference.html#geometry
Hi Mauge. I just seen the targets of Mechanical Blender and I am curious how dificult and how much time will require to develop the “Drawing View” module? I badly need this. Also into the “Drawing View” will be great to have support for Spreadsheets that can comunicate parametrically with the dimensions of the models. I even want to begin to donate to support this project.
P.S. Bassically I need something like this: https://www.youtube.com/watch?v=iHOPTFAthBI
It’s not easy, and must be well thought to not throw hours to trash. The idea is to render the views as textures, using the Freestyle code for more technical drawings. So the dimensions, notes, marks will be saved on the scene or part (depending of kind of view) and displayed only on the view.
On this target at the moment there is only created the space itself with an empty sheet, WIP.
I need to come back and read the whole thread, but let me just drop my two cents.
For me scene graph needs to behave like a file explorer.
I like vehicles. So I often need smooth surfaces (subdiv or NURBS) with cut outs and defined (small) edge radius there (painted sheet metal). Or small bearings. So I have geometry at a large difference of scales. I want to showcase this in animations or camera path (realtime tesselation in a WebGL viewer), to explain the function. Bearings are round. The user should not need to fiddle with approximation values. CSG needs to be possible, to attach the bearings and have defined edge radius. Pipes are round to withstand pressure. I want to weld pipes to tanks with a defined edge radius for streamlined flow.
If I add an array modifier with the option: join vertices, I need the help of a snap to really join them on mesh editing.
For the bearings I like to have a fluid simulation. With high precision in the small gap, and then for the looks in the oil pan.
Rigid body with inertia tensor. Real spheres for faster calculation of ball bearings, wheels on street. Array modfier for objects to produce chains, multicylinder engines, left-right symmetrical suspension, helicopter rotor heads …
I mentioned WebGL. I am thinking of abandoning Blender and going JS.
About defining radius for spheres it it could be as described earlier, a dimension or param afecting a group of vertexs.
About defined pipes, dimensions should be able to be set on a path and extrude the pipe along it.
@Mauge can you give us some feedback on the status for this SVN ?
anything on getting some constant measurements in metric or imperial
like having only mm for length ect…
happy bl
Hi, the development has slow down a bit, but i expect to continue again. Main focuses are now in drawing views, and adding axis, and allow a mesh geometry dimension modify data according one axis. And of course having a look on 2.8 bf branch and keep things working.
About force units system for especific case, how would you especify it on ui?
For Units
andarchitectural / mechanical dwgs
I mean right now in N panel for instance edge length
with Imperial you cannot get the multiple of let say 1/8 or 1/16 " being shown
it would be nice to have something close to that even if it is an approximation and showing the error may be
EX: 12" 3/8 Er =0.00125
or being able to show it in other location like on the viewport too for edge length
this might be too complicated but at least be able to show the edge length in the N panel with proper units
same idea with Metric
often around here we use mm for all lengths so that would be nice to set it in the units panels
and see it in N panel but also in viewport if possible
look at the Script for measure or dimensions for some ideas
like parametric length
if you change one edge it re adjust the other edges around automatically
also Angle between edges
show angle between 2 edge or to even set it in N panel somehow
these are feature needed for a CAD SVN I think which wold make it a lot easier
mind you the feature as been ask many times before ( 1/8" and mm ) but never really implemented
this might be like a user preference var to unable it if necessary for some peoples who needs this feature.
see one thread here for this feature from last week
just hope it can be done for Archi / Mecha drawings like CAD
thanks
Happy bl
Another feature which would be good
is be able to make thick line like on CAD and be able to change the line’s thickness all over quickly
like a parametric line !
that is a big difference between BL and CAD system
to do it manually with curve or mesh line is tedious and difficult to keep constant line width
so would be nice to have some feature to do that may be creating a new type of curve line
and be able to change it into a mesh line ect…
and if possible have a choice for how the corners are made
like square corner or rounded
Arrow lines for Dim
same idea I guess with arrow lines between points
that would also be something very useful and faster to do
thanks
happy bl