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=Tues May 31, 2016= | =Tues May 31, 2016= | ||
36 pieces and almost there. | 36 pieces and almost there. | ||
[http://3dcontent.be/OBIhydronicsPanel/OBIhydronicsPanel.html] | [http://3dcontent.be/OBIhydronicsPanel/OBIhydronicsPanel.html]<br> | ||
A little test with the explosion view model, not yet animated.[http://3dcontent.be/OBIhydronicsPanel/OBIhydronicsPanelExplosion.html]<br> | |||
[[File:HydronicWebGLtests2.jpg]][[File:HydronicExplosion.jpg]] | |||
=Sun May 29, 2016= | =Sun May 29, 2016= |
Revision as of 23:56, 30 May 2016
Tues May 31, 2016
36 pieces and almost there.
[1]
A little test with the explosion view model, not yet animated.[2]
Sun May 29, 2016
Still some modeling to do then fine tuning scaling, positioning, colours and coding.
It will be busy days.
Already or just 3.6mb.
http://3dcontent.be/OBIhydronicsPanel/OBIhydronicsPanel.html
Sat May 28, 2016
By using the bump map technique from animation and game modeling you can simulate the thread without getting a huge file size. This is how the pieces look in the browser.
Fri May 27, 2016
On exporting from Sketchup Sucks:
I export them as .dae (collada) but the mesh is a mess.
- usually the models consist of countless, unnamed groups ( I don't like to work with cluttered drawings ) - double vertices ( these you can remove easy with Blender ) - unconsistent normals directions ( these you can't always recalculate automaticly with Blender ) - holes in the mesh
Sometimes I use them as a reference to redraw them in Blender.
I'm working on assets for the webGL interactive models wich is more of a game approuch to modeling so I'm focussing on that. Sinds it is a architectural project we should have the assets also in a Open Source CAD format if we want people to start using them to design houses with BIM. I think.
In FreeCAD you can then export in .ifc wich is a open BIM format that people than can use in other applications if they choose. If a whole house is exported in .ifc it can then be converted into xbim that can be watched in a browser, also offline, wich is low treshhold for everybody.
Thu, May 26, 2016
Wed, May 25, 2016
A brief explanation of webgl.
Programming in native webGL is a bit devious.
By using javascript libraries it makes things a lot simpler.
-three.js [3] /
-babylon.js [4]
-sceneJS [5]
-etc...
Why three.js?
Qgis [6] (Open Source geographic information system) and Blender [7] (Open Source 3D modeling suite) have a three.js exporter plugin [8] [9].
Three.js has loaders for other 3D formats so you can make something in other OS 3D software and load them too.
It's combinable with other javascript libraries like:
-dat.gui.js [10] (GUI for changing variables in JavaScript)
-physijs [11] (Physics plugin for Three.js)
-etc...
It's Open Source and free (MIT license).
Tues, May 24, 2016
Working on 3D webGL framework for OBI http://3dcontent.be/ecohome/ecohome.html -I still have to decouple the camera control from the explosion view slider. But how do you do it when using the htmlmixer.js???
Open Source furniture in .sh3f and .obj http://3dcontent.be/osliving/OSfurniture.zip