Sweet home 3d materials free download3/16/2024 ![]() One drawer will have all it's parts prefixed with "g sweethome3d_opening_on_rail_1_" and the second drawer will have all it's parts prefixed with "g sweethome3d_opening_on_rail_2_". The object will contain "g sweethome3d_rail_1_*" and "g sweethome3d_rail_2_*" for the drawers and "g sweethome3d_hinge_1_*" and "g sweethome3d_hinge_2_*" for the doors. You can create a cabinet with 2 drawers and 2 doors where each drawer and door can be opened individually. The flexible hose is a good example to show the increasing numbers for chained deformations but even without chaining you need to increase the number per type of deformation. ![]() Numbering must start at 1 and you can't skip numbers. The trick to have multiple opening in the same object is to give them increasing numbers like sweethome3d_hinge_1_, sweethome3d_hinge_2_, etc. Check the MultiAxesTest and flexible hose examples mentioned in this thread. I read that there could be even several openings per model, couldn't it? It's more of a theoretical question, but I could create blinds and each element could be movable and rotatable? Yes, that is certainly possible. It's more of a theoretical question, but I could create blinds and each element could be movable and rotatable? I read that there could be even several openings per model, couldn't it? ![]() SH3D and Blender are the apps to be used in such cases. Re: create own 3D models with thx for all the information, it is highly appreciated :) Once you understand it it's not that difficult.īy-the-way, for deformations the furniture library is not a requirement, just the prefixes in the OBJ file. Especially if you want to have multiple different deformations in a single object and/or have chained deformations. You should also download the examples mentioned in that post to review how it is done. You will see the prefixes as mentioned in the forum threads. ![]() To get an example simply export a door from SH3D (one that has the modify openings option) and view the OBJ file that is created. I usualy set different temporary textures in SH3D to guide me to which group is what and edit the OBJ file with a text editor but you might find the Blender way easier. After changing the group names in Blender, export as OBJ file and import it in SH3D. That might be easier because you can select a group to see what it is. You can also use Blender to rename the groups. Import the OBJ file and the deformation should work. For every one of those g groups you rename them by prefixing them with "sweethome3d_opening_on_hinge_1_" (or rail or ball). Īfter you have added the prefix for the axis you determine every g group that has to move using the defined axis. See also this thread where new deformation options and chaining are explained. You have to find which g group(s) is/are the axis for your deformation and you prefix the g name(s) with "sweethome3d_hinge_1_" (or "sweethome3d_rail_1_" for a slider or "sweethome3d_ball_1_" for a ball deformation). In short, you edit the OBJ file with a plain text editor. The first post in the second forum thread you listed ( ) explains how to add deformations. The OBJ file is the model description, the MTL file is the material file. ![]() When you export a model from SH3D it produces an OBJ and a MTL file. The first is quite clear but the second does not tell me how to modify a 3D model, I'm a bit lost here.Īs far as I understood you need an OBJ file, where you can edit the details in regard to an opening. Or better do everything in SH3 (with the help of Furniture Library Editor)? I am trying to get an idea of how to create my own 3D models that can be opened. This topic has been viewed 1798 times and has 6 Thread Status: Active Total posts in this thread: 7 Sweet Home 3D Forum Category: Help Forum: 3D models and textures Thread: create own 3D models with opening ![]()
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