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=Wens Aug 31, 2017=
I've been getting used to the new setup. Blender 2.78 with the new three.js exporter.
Looking for the ideal settings for the ObjectLoader and the JSONLoader.
Minimizing the file size. Cleaning up the code and making an example with all the features but not to many parts so the code wouldn't be to intimidating for a novice.
=Sun Aug 27, 2017=
=Sun Aug 27, 2017=
I've been looking into the latest revision of threeJS the last few days.<br>
I've been looking into the latest revision of threeJS the last few days.<br>

Revision as of 00:36, 31 August 2017

Wens Aug 31, 2017

I've been getting used to the new setup. Blender 2.78 with the new three.js exporter. Looking for the ideal settings for the ObjectLoader and the JSONLoader.

Minimizing the file size. Cleaning up the code and making an example with all the features but not to many parts so the code wouldn't be to intimidating for a novice.

Sun Aug 27, 2017

I've been looking into the latest revision of threeJS the last few days.
It's now possible to use multiple materials on one object with the objectLoader.
This feature I've been testing on OS electronics parts and I want to use this threeJS rev87
and the parts in the "explosion view" demo and tutorials.

Mon Aug 21, 2017

Still working on the fan. The holes aren't always in a square pattern so by inputting two measurements the rectangular pattern is determined and the outer rim follows accordingly.
To make the other parts follow in one step is a bit hard or may be impossible so I been using the "CloneConvert" macro[1] to scale the grid, fan and motor.

Sun Aug 20, 2017

Working on a customizable fan design based on the placement of the bolt holes.

Sat Aug 19, 2017

Drawing a 12" fan[2] and adding fasteners[3][4][5] for the Powercube.

Fri Aug 18, 2017

Meeting with Jose to talk about 3D webGL, github, etc...
Installing Gitkraken [6] and looking into it to work with github [7].
Looking into semantics UI[8] to use as a framework for the multimedia tutorials.

Tue Aug 15, 2017

I saw on Jose Urra Log [9] that he's been experimenting with the x3d webGL format [10] so I've been looking into it and found this cad-viewer [11] that might be interesting. Unfortunatly the example [12] doesn't seem to work so I uploaded a working example to my server.
Cad-engine.jpg
[13] It uses Optimized X3DOM Content made with the oapt in terminal tool [14] from Instant reality [15]. I can't find any documentation wich flags to use to create the right output so for the moment I will stick with three.js. [16]
If we want to gamify the whole learning process in the future Blend4web [17] could be the way to go since its open source, free for non commercial use and completly integrated in Blender[18] (wich I like verry much).

Tue Okt 11, 2016

Axis8mm webGLdoc.jpg
Link to the model.[19]

Mon Okt 10, 2016

Axis 8mm rods test.jpg
This is a test setup for the 8mm rod axis.
It's hooked up to a RAMPS and mounted on a 12mm rod axis.
Here you can find a zip with all the parts in freecad and stl format. The motor pulley is in scad format.File:Axis 8mm rods.zip

Fri Aug 19, 2016

I did some print tests with the ultimaker original but I haven't found the right Cura profiles settings for a fast and usable print.
I will get there but I'll have to wait till tuesday for the next tests.
Printing big pieces with the Ultimaker 2 is childsplay, with the Ultimaker Original (without a heated print bed) is a different story.
Carriage.jpg

A priority is making parametric drawings of all the pieces with Freecad for fast adaptations.
Up until now I've been using Blender which is great but not ideal for this kind of work.

Tue Jul 26, 2016

3D_Printer_Design_Evolution - simplest iteration.

Wed June 29, 2016

Sat June 25, 2016

This zipped directory is part of a tutorial about visualizing 3D objects from FreeCAD in a browser.
Once unzipped open the html file with Firefox to run it localy.
File:FC2Threejs.zip

Mon June 13, 2016

The final version of the 3D interactive hydronic system model.

Added functionality:
- explosion view with slider.
- labels when hovering over components.
- popup with individual components 3D view, a link to shop and a link to full screen view in a new tab when double clicking components.
- 2D illustrations too clarify the 3D model, that are removable in the side menu.

Link to the model.[20]
HydronicFinalModel.jpg

Mon June 6, 2016

Saturday I thought everything was in the bag but what was
supposed to be a walk in the park became a journey through a swamp.
Finally I got something online that works. Explosion view, clickable items with the name and a link in a popup.
Only one little issue, the links aren't clickable when there is a 3D object behind them.
That should be solvable. Hydronic Explosion View Model[21]

3d internet code is rapidly evolving and three.js had 77 revisions in the six years it exists.
Some of the code I was using up until now, only two to three years old,
was already depreciated and wasn't combinable with the new revisions.
Also the Blender exporters have changed drastic. The file extention changed from js to json.
Both are javascript object notation but the structure is slightly different and some getting use to.
It was time to update myself.

The way I normally approach an explosion view model I export the components individually out of Blender
and then import them individually into the scene javascript. With a model with 62 components to explode thats a bit of a hassle.
With the new approach I export 1 scene out of Blender and then I reach the components from my scene javascript.
I can also integrate the names and links that appear in the popup.

Now I have to look into this iframe to full screen code to intgrate the models in the websites.[22]

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. [23]
A little test with the explosion view model, not yet animated.[24]
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 [25] /
-babylon.js [26]
-sceneJS [27]
-etc...

Why three.js?
Qgis [28] (Open Source geographic information system) and Blender [29] (Open Source 3D modeling suite) have a three.js exporter plugin [30] [31].
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 [32] (GUI for changing variables in JavaScript)
-physijs [33] (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