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=Sat June 4, 2016=
After seeing a lot of code and seeing my bed much less,<br>
finally made a framework that brings together labels, links and explosion view.<br>
With the latest version of Blender, three.js exporter and library.<br>
Advantages:<br>
-only one object file with a lot of 'children'objects inside.<br>
-a lot less code.<br>
-ready for the future.<br>
[[File:HydronicInteractive2.jpg]]<br>
Now my daughters birthday party but I can't wait until tonight to finish the model.
=Tues May 31, 2016=
=Tues May 31, 2016=
36 pieces and almost there.
36 pieces and almost there.

Revision as of 11:35, 4 June 2016

Sat June 4, 2016

After seeing a lot of code and seeing my bed much less,
finally made a framework that brings together labels, links and explosion view.
With the latest version of Blender, three.js exporter and library.
Advantages:
-only one object file with a lot of 'children'objects inside.
-a lot less code.
-ready for the future.

HydronicInteractive2.jpg

Now my daughters birthday party but I can't wait until tonight to finish the model.

Tues May 31, 2016

36 pieces and almost there. [1]
A little test with the explosion view model, not yet animated.[2]
HydronicWebGLtests2.jpgHydronicExplosion.jpg

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

HydronicWebGLtests.jpg

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.

HydronicWebGLpieces01.jpg

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.

https://xbim.codeplex.com/


Thu, May 26, 2016

BlenderVSfreecad.png

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