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Re: VRML export

 

Hi Mario,

2) show/hide enclosures
Maybe, but it must be saved somehow.
If it is saved locally it will not be possible to create footprints with that fixed options (with 3d and mec. models files and each flag)
If that is saved per-footprint then it need to be saved in the kicad format (that I dont know how it works). and that need a change in the file format..
I don't see the same problem on what it is done to save 3d-viewer board colors, that are saved *globally* and moreover these colors are not respected when exporting the VRML board and parts

I am not the person to discuss this as I don't know the details how that could be implemented.
so I wouldn't know to which I should point my suggestion, considering you and Cirilo are developing the new 3d-refactor

hoping also material props option will be working again

I was thinking to remove that option, but on non-realist mode it will only use the diffuse material. (so you can use the non realist mode to render without materials)
So that will work as an "eng viewer"
That options (not use the material props) exists because it is an workarround for the bad materials in some of the modules in the actual kicad library.
That use of the material props option to display/hide enclosures, must be implemented as a proper solution as proposed in 2)
I just don't understand why you deprive the user's freedom ... on stable release the user could choose, now you want to remove this ability...

If you visit the mailing list and the forum, when I proposed VRML virtual models option before the stable came out, you told me to remember you about VRML virtual models after the new 3d refactoring would be available... so I did


Anyway I can put all these features on my personal branch, as I did before both for 3D realistic viewer (my version was available almost 1 year before the official was) and virtual models.

I just thought that was in line with what users are asking at the forum, but may be I'm wrong...

Cheers
M




On 24/02/2016 16.35, Mário Luzeiro wrote:
Hi Maurice,

2) show/hide enclosures
Since that may need a change in/addition in the file format we didn't made nothing yet or advanced with any propose.
not really, that can be saved on project folder locally, no need to change file format

Maybe, but it must be saved somehow.
If it is saved locally it will not be possible to create footprints with that fixed options (with 3d and mec. models files and each flag)
If that is saved per-footprint then it need to be saved in the kicad format (that I dont know how it works). and that need a change in the file format..
I am not the person to discuss this as I don't know the details how that could be implemented.


hoping also material props option will be working again

I was thinking to remove that option, but on non-realist mode it will only use the diffuse material. (so you can use the non realist mode to render without materials)
So that will work as an "eng viewer"

That options (not use the material props) exists because it is an workarround for the bad materials in some of the modules in the actual kicad library.

That use of the material props option to display/hide enclosures, must be implemented as a proper solution as proposed in 2)

look at zoom fit in page that resize the view, but it doesn't restore initial orientation of the board

I am also looking on that one at moment.

Mario Luzeiro


________________________________________
From: easyw [easyw@xxxxxxxxxxxx]
Sent: 24 February 2016 15:14
To: Mário Luzeiro; Cirilo Bernardo; KiCad Developers
Subject: Re: [Kicad-developers] VRML export

Hi Mario,
thanks for your reply...

2) show/hide enclosures
Since that may need a change in/addition in the file format we didn't made nothing yet or advanced with any propose.
not really, that can be saved on project folder locally, no need to
change file format

hoping also material props option will be working again, and please have
a look at zoom fit in page that resize the view, but it doesn't restore
initial orientation of the board, as in
http://www.mail-archive.com/kicad-developers%40lists.launchpad.net/msg18197.html


Regards
Maurice



On 24/02/2016 13.19, Mário Luzeiro wrote:
Hi Maurice,

Thanks for your interest,

I'm still waiting for your comment about the queries I made for the new 3D viewer
http://www.mail-archive.com/kicad-developers%40lists.launchpad.net/msg18220.html

1) pivot center of rotation

I am thinking on this and see how can I implement some way of do it. It may be not as you expected, I am looking at moment for the easiest / useful way of have it working. I will let you know when I got it working.


2) show/hide enclosures

I discuss with Cirilo some ideas that could be used for this and other proposes (eg: check if a model is a mechanical.. if it is to be used for export or not.. etc..) . Since that may need a change in/addition in the file format we didn't made nothing yet or advanced with any propose.
IMO we will not get this feature at moment, it will only be possible after get this merged in the trunk and a solution discussed and agree by the managers.

Mario Luzeiro

________________________________________
From: Kicad-developers [kicad-developers-bounces+mrluzeiro=ua.pt@xxxxxxxxxxxxxxxxxxx] on behalf of easyw [easyw@xxxxxxxxxxxx]
Sent: 24 February 2016 12:01
To: Cirilo Bernardo; KiCad Developers
Subject: Re: [Kicad-developers] VRML export

Hi Cirilo,

I'm happy you are interested in my approach to manage MCAD code.

Consider that the native conversion code of VRML in FC is done by
Coin3D, not by OCE

I'm still waiting for your comment about the queries I made for the new
3D viewer
http://www.mail-archive.com/kicad-developers%40lists.launchpad.net/msg18220.html

Regards
Maurice

On 24/02/2016 04.30, Cirilo Bernardo wrote:
Hi Maurice,

    Can you send a link to your VRML export code in the FreeCAD
repository? Since the kicad 3D model plugin system has been finished and
all legacy parsers replaced, I'm looking at the display of IGES and STEP
models via OCE.  I was thinking I can read your conversion code to help
me get started; otherwise my plan was to study the VRML export code in
OCE to see how the mesh hierarchy is translated.

- Cirilo


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