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  1. edited to put all final images in the first post... After seeing the LEGO movie, I wanted to re-create buildings from Emmet's neighborhood. While researching, I realized a great deal of what was in the movie was based on previously-existing sets. I thought it would be interesting to do a project that compared the original LEGO sets to the modified movie versions. Knowing how much time, money, and physical space it would take to build these out of real bricks, I decided to try my hand at LEGO Digital Designer (LDD). After having created a couple of the buildings in LDD, I ran across the post for Bluerender and used it to generate photo-real renderings. Here are my results: .lxf file: http://www.brickshel...logo_final_.lxf The latest image posts: Octan sound stage--news conference stage Octan sound stage--80s-something technology Octan sound stage--Where Are My Pants? Octan DJ booth Octan Executive Conference Room SWAT van MetalBeard's strong, virile body MetalBeard's "Down on the Farm" form The many moods of MetalBeard Octan corridor with MetalBeard and Benny The latest WIP of Emmet's Mech (with BlackStar): .lxf file: http://www.brickshelf.com/gallery/Xon67/Movie/movie_emmetsmech_2017-03-26.lxf Emmet's apartment Emmet's apartment interior How Emmet fits a 50-stud-wide apartment into a 30-stud-wide building: A variation on Emmet's apartment (green with a slanted roof) Pet Store (right) Pet Store (left) Plumber Joe's apartment .lxf file: http://www.brickshel...the_plumber.lxf Condemned building Fresh Fruit market Sherrie Scratchen-Post's apartment Emmet's street Emmet's street in micro scale Fire Brigade .lxf file: http://www.brickshel...ire_brigade.lxf Fire Brigade tower (original) Fire Brigade Tower (updated) Filling Station Garage Street Corner Rooftop garden 1 Rooftop garden 2 An example of the reuse of building parts Warehouse 1 Warehouse 2 (Fire Brigade) Mega Green Grocer Bricksburg Castle Bricksburg Castle back Cafe Corner / hotel with clock tower Fish (market?/restaurant?) Office(?) Building Office Building Church It's not mentioned in the images, but the the ice cream cart in this image, the giant Green Grocer, and the "fish" building comes from 10211 Grand Emporium. Cheese Slope building Fire Brigade Radio Station Plaza with Bob's Kabobs Here are some Bricksburg accessories from the Movie, including garbage containers, rooftop details, a street corner, billboards, and the mosaics from the "fish" and "fresh fruit" buildings, including the LDD file, for you to use in your own MOCs: lxf file: http://www.brickshel...accessories.lxf Condemned building Condemned building Ma and Pa Cop's house Highway Overpass Monorail stop Skyscraper ground level The Coffee Chain Skyscraper 1 Skyscraper 2 Skyscraper 3 Skyscraper 4 Skyscraper 5 Skyscraper 6 Skyscraper 7 Downtown: Flying cranes Downtown: Larry's flying coffee machine Skyscraper under construction 1 Skyscraper under construction 2 Construction site Small cement mixer Tipper Truck Cement mixer Dump Truck Crawler Crane Instruction Tube Large crawler crane Instruction Holder Building cranes Building crane Construction helicrane Brick sorter Front end loader Back hoe Heavy loader Rush hour traffic Small car Public transportation, monorail, and Surfer Dave's car SUV Small van Delivery truck Police cruiser Octan HQ micro scale upper floors Octan HQ micro scale Octan HQ from Finn's basement Octan HQ minifig scale Lord Business' relic room Mrs. Scratchen-Post's kitty sled lxf file: http://www.brickshel...post_sleigh.lxf A Christmas tree assembled by The LEGO Movie Master Builders Emmet's snow sculpture Mark Mothersbaugh's LEGO energy domes from the 2015 Academy Awards Awards given to all Emmet Awards nominees More on the way!
  2. [Render] Prawn Suit (Subnautica) by Artemiy Karpinskiy, on Flickr The P.R.A.W.N. Suit (Pressure Re-Active Waterproof Nanosuit) (Mk.III) is a powered suit of armor, designed for use in both the deep-sea and space - capable of affording protection to a pilot whilst maintaining maximum dexterity with hydraulic limbs and a reinforced canopy. It is however not directly worn - rather it is a large frame that can be piloted in a seated position. Unlike the other vehicles in Subnautica, the Prawn Suit walks along the ocean floor, only using thrusters to move vertically. Reference image: 1 More shots: 1 2 3 * * * If you like what I do and you want to see me create your OC, a favorite Bionicle Character, or something else, feel free to look up my Commission Info! I also now have a Patreon page, so please consider supporting!
  3. So months back I made a fan concept of Nexo Knights, because after seeing that LEGO Dimensions have like 20 licensed theme, while there are only 4 of LEGO's original theme. My idea with Nexo Knight Exclusive ability would be an updated version of the Chi ability (the ability can be used on Chima's altar sense the Knights would be having the same thing). But the update part is depending on the Nexo Knight you have, will unlock 1 out of *insert number of how many packs of NK would have here* Nexo Power from either taking out a large group of enemies, invulnerability, turning the enemies into chickens, etc. Besides just the super strength ability. The concept isn't fully done, I'm trying to think of how Axl would fit in, because his big torso doesn't make it easy. For Clay I don't know if he would be in a level, fun or team pack with Jestro. But here what I have so far: Nexo Dimensions Gateway I wanted the gateway to have 5 of the Knights shield, along with ministatue Merlok next to one of the shield. I was thinking of having all 5 of the knights weapons as well, but I decided to go with the two swords on the side. Maybe there would be a few books and weapons next to the gateway like with the stuff on The A-Team and Gremlins Gateway. Robin Fun Pack The minifigure for the first pack was a choice between Robin, Ava, some random bot, or King Halbert. For giving the pack more ability, I went with Robin of having the ability to transform into Ultimate mode of having target and blowing up silver bricks. As for the model, I thought Merlok having a robotic body rather then a minifigure would be a good idea and fitting. Obviously the first model would be a playable character, with using the Nexo Power and could be the 3nd character to have the Relic Detector (along with that he would act the same as with the books from the TV show). With the 2nd model I though of instead of just the Nexo Power being solely to Nexo Knight characters, the 2nd model could have the ability to give none-Nexo Knights character a sword and shield for the Nexo Power ability. As for the 3rd model I didn't know what it could be, besides from it being a flying vehicle, sadly it isn't the best. I'm mostly disappointed with the front that look like a face. Robin Ability - Fix-It, Mini Access, Transformer (into Ultimate), Blowup Silver Bricks (in his Ultimate), Target (in his Ultimate) Merlok's Robot (treated as a character) - Laser Deflector, Relic Detector, X-Ray Vision, Nexo Power. Weapons Storage (gadget) - Nexo Power (give none Nexo Character the ability to use Nexo Power) Robin's Drone - Flight, Cargo Hook, Flight Dock, Laser Lace Fun Pack I pretty much threw Lance into a fun pack, thinking of having Clay and Axle into different packs, I picked Illumination as the ability that he has from the other Knights, with using his phone of pretty much taking selfies to light the place up. For the models were a pain after making the 1st model that is based off Excalibur Batman's model, Bionic Steed. Lance Ability - Acrobat, Laser Deflector, Illumination (using his phone) Mecha House - Super Jump, Special Attack (Model 2 not named yet) - Flight, Cargo Hook, Flight Dock, Tow Bar The Handsome Man Flying Thing - Flight, Cargo Hook, Flight Dock, Laser Macy and Arron Team Pack I just thought that Macy and Aaron fits together in a team pack out of the other knights. But for the models, I am happy with Arron models with trying my best to have the 2nd model somewhat like the 2017 Arron's Rock Climber while the 1st model is based on the Aero Striker. However beside from the 1st model, I am not happy with the chains, that are just very odd looking. As for Macy model, only the first model is based on the set, Thunder Mace. While the other 2 models aren't my best and I may make a new version of these three models. Macy Ability - Acrobat, Laser Deflector, (maybe Stealth with wearing a dress) Aaron Ability - Flight, Laser Deflector, Target, Grind Rails Thunder Mace - Speed, Laser. Mace Assault - Tow Bar, Laser Macy's Jet - Flight, Cargo Hook, Flight Dock, Speed Aero Striker - Flight, Target Rock Climber - Tow Bar Flying Pod- Flight, Cargo Hook, Flight Dock
  4. Thanks to the open source SunFlow rendering system, i'm able to present: Bluerender A rendering engine for Lego Digital Designer. How it works: You just open the LXF file with Bluerender and click the big Render button. Optionally, you can choose an output png file and do a "preview" render: it will render the model in wireframe (useful for testing and framing your model). A set of default settings is provided that should looks good for most renders, but you can tinker with the scene description to use the full power of SunFlow. Rendering is fast, a 1024x768 image usually take no more than five minutes on average pc. This project came about as an experiment when i discovered that i could integrate SunFlow into Blueprint code with minimal effort. It's by no mean a competitor to Povray, which is slow but ultra-high quality, professional renderer. Features: Renders models, even big ones (tested on 12k piece models) Completely customizable scene Use camera settings from lxf file, so you can just frame your model in LDD. Support for LDD decorations and decoration substitution Limitations: many :P Documentation: A wiki is available with plenty of documentation. Using the renderer with default settings is quite simple. If you want to customize light, materials etc, you can change the scene description, simply edit the included scene.sc file. The syntax of the scene description is that of Sunflow and should be easy, there are some examples inside. Anyway some documentation is available here (note: it may be a little outdated at times). You can optionally have a custom scene file for each model: simply copy the scene.sc file and name it like your lxf model (for example, if you have spaceship.lxf, create the file spaceship.sc, in the same folder of course). You can override LDD decoration with your own adding lines like this in your scene file (the number is the decoration ID): ##CHANGEDECOR 59879 c:\path\to\custom\mydecor.png Issue Tracker: Have any bug or feature request? Be a good fellow and report it in our shiny issue tracker. Requirements: Java8 (revision 8u40 or better) Lego Digital Designer Disclaimer: Use at your own risk, i decline any responsability for anything that may happen to you using the program. Download: You can download Bluerender vers. 0005 here. Flickr Group: You can add your renders to the official Bluerender Lego Rendering group. Running on Mac: Some people were able to run Bluerender on Mac. Try the following instructions: Remove all java installations Install Java, but not from Oracle, from Homebrew instead. What's HomeBrew? I've no idea, but you can try following these instruction. Open a command prompt/shell/terminal, cd to the folder where you unzipped Bluerender Enter the following command: java -cp "bin/*" bluerender.BlueRender If the program manage to start, it will ask you to locate the db.lif file, you should find it here: /Users/USERNAME/Library/Application Support/LEGO Company/LEGO Digital Designer/db.lif Special thanks: to Bublible for his help with the renderer. to Jackalope for his help testing the app on Mac. to Fabrizio for his precious time as beta tester. Screenshot: Example Output: (these models are taken from the web, not mine) More examples can be found here. Here you can find a 3027x2304 render of a 12000 parts model, took about 30 minutes. Changelog: 0005: Black is now real black #93 Glass is now lighter #82 (thanks to bublible) Implemented bublible chrome materials #73 (thanks to bublible) Corrected NPE with invalid color codes (default to white) #86 Implemented aliases parsing and caching #81, #68 360° rotation renders #71 can now place light with transform{} blocks #72 (thanks to bublible) overwrite and other options are now persisted #64 basic parameters are now in the app #65 changed default background to white 0004: Janino shaders now work Automatic aspect ratio Overwrite without asking checkbox No longer "forget" some flexible elements Correct background color reflection for mirrors (no more black) 0003: Model loading is fast again (even faster!) Some textured glass support (not perfect yet) Clickable scene label (opens the scene file) Self adjusting plane height Search file in db folder beside db.lif Bugfixes 0002: remembers last used folder ask before overwrite use a single scene.sc file instead of three files for setup, materials, lights scene files are not shown on the program anymore (was more confusion than anything) optional per-model scene file LDD decoration support custom decoration support 0001: initial release
  5. I propose to keep here an up-to-date ldraw.xml, the file used by LDD to convert to and from LDraw files. Download: latest version On Windows: download and replace the one in “C:\Program Files\LEGO Company\LEGO Digital Designer\” On Mac: download and replace the one in the “Contents\Resources\” folder in the app (open “Applications” in Finder, right click on the “LEGO Digital Designer” package and select the “Show Package Contents” option to explore the pakage folders). (Thanks manglegrat!) If you have other modifications or additions, post them here or send me a personal message and I’ll include them to the benefit of all. If you need a part, feel free to ask here and I’ll try to add it (provided it exists in LDraw and LDD). History and Contents It’s based upon gallaghersart’s latest version (see this thread). It includes the modifications shutterfreak published in his thread. It uses some of the LDraw unofficial parts (mainly for new parts in LDD Brick version 2075). It includes some name corrections (because LDraw renamed or moved some parts, added new variants, etc.). I tried to more accurately convert the colors (now mainly according to Ryan Howerter’s conversion table). It’s not easy because all sources (Swooshable, Mecabricks, Ryan) don’t agree, and there are holes and overlaps. But as these differences, holes, and overlaps occur for rare colors or colors that aren’t available in LDD, it should be okay. In a megalomaniacal way, all the entries I have modified have an “SLS” at the end of their heading comments. New entries have an “SLS” at the front of the comments. So it’s easy to know when to blame me. As of 2016-09-16 and the big overhaul, I assume all the errors. Know Limitations As of LDD 4.3.9, flex parts (hoses) are not exported anymore (even unflexed). Minifig arms and hands are not connected in LDraw. I don’t know whose geometry is off (both?) but the shapes differ a lot. At least, hands are correctly connected to whatever they clip and arms are correctly placed in their sockets and somewhat wrap around the hands’s stems. Some variants are not recognized by LDD (e.g. clips, or tiles with/without groove, etc.) In those cases, I prefer to use the most recent variant in LDraw as it generally is easier to find and cheaper. Sometimes, several LDD parts correspond to a unique LDraw part. Sometimes, the transformation is accurate for one variant but not for another. For example, the Flag 2 x 2 is known to LDD as 2335, 11055, and 60779, but LDraw only has the 2335 variant. 2335 and 60779 use the same transformation but 11055 is vertically offset. I preferred to badly convert 11055 to 2335 rather than not convert it at all or badly convert 2335 and 60779. ldraw.xml is used both ways (LDD to/from LDraw). It’s not something I do frequently (too many resulting collisions) so it’s not well tested. One problem I can see is that, when several LDD parts correspond to a unique LDraw part, the conversion that’s listed last is the one that will be used. The reverse (first written is the one used) is true for assemblies that use the same subparts, in the same quantity (like electric cables). A lot of LDraw parts are simply wrong. Almost all the parts that combine System (studs and anti-studs) and Technic (pins and axles, and their holes) are wrong in that they assume the technic holes are at the same height than side studs (on the picture below, the circles are concentric). LDD assumes the holes are 0.2 mm (0.5 LDU) higher. In ABS, the holes are 0.12 mm (0.375 LDU) higher (dixit Jamie Berard in his famous presentation). In order to limit the number and magnitude of errors, LDD is considered to be right. How to write a new transformation for a part in ldraw.xml What? ldraw.xml is an XML file that defines how LDD can export to (or import from) LDraw files. It does so by defining a match between the part’s IDs and how to rotate and translate the part from one geometry to the other. Matches are defined by “Brick” XML elements. For example, this one says to LDD that the Brick 1x1 that it knows as 3005 is also known to LDraw as 3005: <Brick ldraw="3005.dat" lego="3005" /> (Note the “.dat” in the ldraw ID.) Matches are not needed if the part IDs are the same: the transformation element is sufficient for LDD to know the part exists. (So the example above is useless ) Rotations and translations are defined by “Transformation” XML elements. This one says to LDD that the Brick 1x1 just needs to be moved up: <Transformation ldraw="3005.dat" tx="0" ty="-.96" tz="0" ax="1" ay="0" az="0" angle="0" /> The translation (tx, ty, and tz) is in centimeters (0.8 cm is the width of a brick, 0.96 cm its height). The rotation is given by its axis (the line passing through and ), and its angle in radians. And all the coordinates are in the direct (“riht-handed”), Y points up, coordinates system of LDD. The transformation explains what should be done to import from LDraw besides changing the axes (LDD’s Y is up and XYZ is a direct basis, LDraw’s Y is down and XYZ is an indirect basis; so changing the axes only means changing the sign of Y). So, in an LDD to LDraw point of view, the transformation is reversed: it says what happens to a part if you don’t do anything to its coordinates besides changing the sign of Y. In other words, the opposite transformation has to be applied to the LDD coordinates of the part in order to get the LDraw coordinates (with Y reversed). Why? Each part has an orientation (which way up? which way left?) and a center, point of origin, or reference point (we’ll use “reference point” from now on). But LDD and LDraw don’t always agree. To know the orientation and reference point in LDD, insert the part without rotating it nor attaching it to any other part. It will be aligned along the scene’s axes (LDD’s axes). The reference point is near the mouse pointer’s head. To know the orientation and reference point in LDraw, I find LeoCAD the easiest tool: just select the part and its axes are drawn (X red, Y green, Z blue), starting at its reference point. Okay, LeoCAD’s «X, Y, Z» is LDraw’s «X, -Z, Y» but what’s another little change of basis? Sometimes, their disagreement is trivial. For example, for the simple 1x1 brick (3005), both LDD and LDraw agree: the stud is on top and the reference point is on the vertical line going through the center of the stud. But they differ for the height at which the reference point should be: LDD says it’s at the base of the brick, LDraw at its top (but at the base of the stud). (On every picture, X will be red, Y green, and Z blue.) So the transformation for that part is straightforward: if the LDraw part is imported as is, with only Y reversed, it will end up 0.96 cm (the height of the brick) higher than it should. So we have to lower it by 0.96 cm: <Transformation ldraw="3005.dat" tx="0" ty="-.96" tz="0" ax="1" ay="0" az="0" angle="0" /> Sometimes, their disagreement is more profound and the transformation is therefore more complicated. For example, for the musket (Minifig Gun Musket 2561), LDD puts the reference point in the handle and “up” means the handle is vertical but LDraw puts the reference point in the barrel and “up” means the barrel is vertical. Even more, the stock is on the wrong side, so X and Z are different too. With an identity transformation, the part is rotated by an eighth of a turn (X to Y) (π/4) around the Z axis to put the barrel vertical, and then by a quarter turn (X to Z) (-π/2) around the Y axis. After that, it has been translated up and horizontally. After calculations (see below), we’ll end up with this transformation: <Transformation ldraw="2561.dat" tx="0" ty="-1.72" tz="0.336" ax="-0.3574067443365933" ay="-0.8628562094610169" az="0.3574067443365933" angle="1.7177715174584016"/> How? So, how do we find the right values to have the correct transformations? What’s the ID? Having the right part Check the ID of the part in LDD. Check the ID of the part in LDraw. Beware of variants, LDraw uses a letter suffix (a, b, c…) where LDD totally changes the ID or keeps the same ID for new variants. Don’t hesitate to look on BrickLink for the part ID: BrickLink keeps a list of alternate IDs (when the same part has several IDs) and links to variants and notes. If the IDs are the same. Nothing to do. If the IDs differ. We add a Brick element: <Brick ldraw="123a.dat" lego="456" /> Don’t forget the “.dat”! That was the easy part. Which way is up? Finding the rotation axis and angle We start in LDD. Up is Y, or Y is up. X and Z are a bit harder to see on the LDD scene unless you use LDD’s developper mode (which has the LDD axes drawn at «0,0,0» as red X, green Y, and blue Z lines). Or, if you’re sure you didn’t move the camera in a brand new model/file, X is pointing bottom right, and Z bottom left. We place our part among other parts that we know will be correctly converted (like 1x1 plates, or harpoons ) to have references. Using different colors greatly helps! We export to LDraw… … and look at the results: We decompose the transformation in multiple simple rotations, around the X, Y, or Z axis. If it has been turned around X, a quarter turn from Y to Z is a positive π/2 angle. If it has been turned around Z, a quarter turn from X to Y is a positive π/2 angle. If it has been turned around Y, a quarter turn from Z to X is a positive π/2 angle. To make it short, it’s a direct (right-handed) basis. If you can’t figure out the problems with an existing transformation, “clear” it by using an identity transformation: <transformation tx="0" ty="0 tz="0" ax="0" ay="1" az="0 angle="0"/> (All zeroes but one of the a_ which is 1.) You can try each simple rotation one by one to be sure of their angles (especially their signs ). Beware, combining rotations change their axes (e.g. turning around first X then Y is equivalent to turning around first Y then Z). So if you check that the Y rotation is okay, then the X rotation, don’t forget to combine them as Y then Z. For the musket, we need two rotations: an eighth of a turn (π/4, 45°) around the Z (blue) axis that puts the barrel vertical, and then a quarter turn (-π/2, -90°) around the Y (green) axis. Or we can first make the quarter turn (-π/2, -90°) around the Y (green) axis, and then an eighth of a turn (π/4, 45°) around the X (red) axis. Remember, “import”-wise, we’re trying to find what should happen to the part in the LDD scene to be like the LDraw one, with the LDD axes (the harpoons ). My head is turning. Combining rotations If more than one simple rotation is needed, we have to combine them. For that, we’ll use quaternions. Eh come back! That’s not that difficult! A quaternion q can be written as q = a + b.i + c.j + d.k, where i² = j² = k² = i.j.k = -1 (so i.j = k = -j.i, j.k = i = -k.j, k.i = j = -i.k). a is the real part, b.i + c.j + d.k is the imaginary part. A rotation by the angle angle around the axis «ax, ay, az» is the quaternion q = cos(angle/2) + sin(angle/2).(ax.i + ay.j + az.k) Do note the 1/2 factor on the angle! To combine two rotations, we just multiply their quaternions and apply the rules above to end up with a a + b.i + c.j + d.k form (or, more accurately, a C + S.(ax.i + ay.j + az.k) form, where C and S are cosine and sine of the same angle and ax² + ay² + az² = 1 ). If we rotate first by q and then by p, the result is the rotation by p.q. Note the order: q then p is p.q. Multiplication is not commutative with quaternions: if you do it the wrong way, you’ll end up with the correct values but the wrong signs. There’re lots of fun to have with quaternions and rotations as quaternions. But what is said here is sufficient for our purposes. An example: Most of the times, we do π/2 rotations (quarter turns, 90°). angle = π/2 therefore cos(angle/2) = sin(angle/2) = cos(π/4) = sin(π/4) = √2/2; So, for a “horizontal” quarter turn (yaw, around Y): q = √2/2 + √2/2.j (as j/Y is the “vertical” axis). Let’s combine it with a half turn (π, 180°) around the X axis (IOW, upside-down): cos(π/2) = 0, sin(π/2) = 1, so p = 0 + i p.q = (0 + i) . (√2/2 + √2/2 j) = √2/2 i + √2/2 i.j = 0 + √2/2 ( i + k ) Now, let’s get the resulting angle: The real part of p.q, 0, is the cosine of angle/2. 0 is also the cosine of ±π/2 (±90°). Therefore, the resulting angle is π (180°). Now the axis, «ax, ay, az»: It’s the √2/2( i + k) imaginary part. That’s the vector «√2/2, 0, √2/2». We need to remove the sin(angle/2) factor. That’s easy as the sine of π/2 is 1. So our axis is «ax = √2/2, ay = 0, az = √2/2». Written in ldraw.xml: ax="0.707…" ay="0" az="0.707…" angle="3.1415…" Another one, a quarter turn around Y and then around X: q = √2/2 + √2/2 j = √2/2 (1 + j) p = √2/2 + √2/2 i = √2/2 (1 + i) p.q = 1/2 (1 + i) (1 + j) = 1/2 + 1/2 (i + j + k) We rewrite it as p.q = 1/2 + √3/2 (√⅓ i + √⅓ j + √⅓ k) to have a unit vector (ax² + ay² + az² = 1) in the parenthesis and to clarify the cosine and sine: 1/2 and √3/2. They are the sine and cosine of π/3 (60°). Therefore, the resulting angle is 2π/3 (120°). In ldraw.xml: ax="0.577…" ay="0.577…" az="0.577…" angle="2.094…" Back to our musket: An eighth of a turn (π/4, 45°) around the Z axis that puts the barrel vertical: q = cos(π/8) + sin(π/8).i = C + S.k Then a quarter turn (-π/2, -90°) around the Y axis: p = cos(-π/4) + sin(-π/4).j = √2/2 (1 - j) p.q = √2/2.(1 - j)(C + S.k) = √2/2.(C - S.j.k - C.j + S.k) = √2/2.C + (-√2/2.S.i - √2/2.C.j + √2/2.S.k) Wow! Hum, okay. So √2/2.cos(-π/8) is the cosine of half our angle. Get the calculator out… angle/2 = Acos(√2/2.cos(-π/8)) = 0.8589 Our angle is 1.7178. We “remove” the sine of angle/2 from our vector, so that p.q = cos(angle/2) + sin(angle/2).(ax.i + ay.j + az.k): ax = -√2/2.sin(-π/8) / sin(0.8589) = -0.3574 ay = -√2/2.cos(-π/8) / sin(0.8589) = -0.8629 az = √2/2.sin(-π/8) / sin(0.8589) = 0.3574 As an exercise, you can verify that ax² + ay² + az² = 1. So we did it right! Et voilà: ax="-0.3574067443365933" ay="-0.8628562094610169" az="0.3574067443365933" angle="1.7177715174584016" One step to the left. Getting the translation right Now that the part is correctly oriented, it may need to be moved. The translation is in centimeters (cm). 20 LDU = 0.8 cm. Values are often multiples of 0.4 (half a stud) for tx and tz and multiples of 0.32 (height of a plate) for ty. Other, finer, tunings are often in multiples of 0.008. If the rotation is complex, all bets are off In LDD, we try to place the part so that its LDraw up axis ends up up in the scene, and we try to align its LDraw X and Z axes with X and Z of the scene (at least, that it is not rotated by a weird angle). That way, moving the part along its axes is also moving the part along the scene’s axes. It will be easier for getting the translation right. For our musket, that means the barrel up. (I didn’t align the X and Z axes here because, yeah, I’m a warrior, I don’t need that. Besides, you’ll see what happens because of that. ) Again, I find it easier in LeoCAD: the key bindings, the coordinates clearly shown in the status bar, etc. The thing is, LeoCAD uses a direct Z up basis. So if you move «dx, dy, dz» in LeoCAD, you’re moving «dx, -dz, dy» in LDD (and vice versa). Confusing? Noooh. Anyway, choose your own poison but beware of its little quirks. To help fine tuning, using transparent colors greatly helps, especially for clip-bar connections. Now, we note the coordinates of our part in our LDraw editor and move it so that it ends up the way it should. We look how much we moved it. That’s it! Just convert it to cm (= LDU × 0.8 / 20) and we have our translation. Well, mostly, the signs are wrong. Remember: the transformation is what should happen to the LDD part to end up like the LDraw part, we just did the opposite and moved the LDraw part to be like the LDD one. Besides the signs, if you didn’t correctly align the axes, you’ll have to find which is which For our musket, we need to go up and sligthly to the “left” (from bottom right to upper left when your LDraw view is oriented as a new LDD file, as are all the screenshots here). That means negative dy and dx. But as the part is not aligned on X and Z (but still not badly rotated), the negative dx becomes a positive dz. Et voilà! <Transformation ldraw="2561.dat" tx="0" ty="-1.72" tz="0.336" ax="-0.3574067443365933" ay="-0.8628562094610169" az="0.3574067443365933" angle="1.7177715174584016"/> (So, okay. I had to try first tx then tz, both negative and positive, before I found the right one. But I didn’t want to have to remake the pictures! There: I’m not a warrior, I’m just lazy.)
  6. [Rules of the Topic] [Statistics] - - - - - - - - - - [Not Indexed Yet Entries] [Themes A-C] - - - - [Themes D-M] - - - - [Themes N-S] - - - - [Themes T-Z] [Begin of the entries] - - - - - - - - - - [Last Update Point] Rules of the Topic (Please read these guidelines before posting) Here are some guidelines created in order to help to maintain this topic well ordered and help to built the index! Allowed Sets Set that has been officially released by LEGO and available for the purchase. Set whose Official Instructions has been released from TLG and are available in LEGO website. IMPORTANT NOTE: if building instructions or set's references are not easily available on common sources, please report that. The Set have to be constructed using official LEGO instructions and not interpreting preliminary or official images. The Set have to contain something you can build. Sets with scattered parts or single or few minifigures are not allowed. Irregular Posts Important NOTE: Irregular entries (inserted in posts that don't respect the Topic's Rules) won't be indexed. When you fix an irregular post, inform the indexer, so that he can update the index database. Good habits Avoid unnecessary posts inside this topic, if possible. Always use a new post to add new entry/entries. Don't add (or remove!) models to any existing post. If you think to build more sets in a short period of time, don't post them one by one but amass a bit of them and then post them together. Try to avoid to post more than one time in a single day. For any question/explanation/request/communication contact the indexer using private messages, when possible. Use of images in the topic [Guide] Only images related to posted sets (and then lxf file) are allowed, as a preview. Only one image for each set is allowed. Don't quote images from other posts. Any other image can be inserted as text link. Images should be simple and clear: no "creative" images are allowed, but simple screenshots. Avoid compositions (more images in one), images with another image as background, animated images, 3D images, renderings with external software, image with custom added parts, etc... Try to place objects inside the image so that the image results compact (i.e. avoid internal large blank space if possible) but clear. Try to place the camera so that the set results well visible. Avoid flat framing but choose a good 3D angle. As images are for preview purpose only, should be not too big! Maximum size allowed is 512x512 pixels for big sets (such as castles, modular buildings, stations, large space ships, etc...). Use intermediate sizes (for example 448px, 384px, 320px, ...) for smaller models. The 256x256px size or lower is often good for small sets. Crop images completely removing horizontal and vertical blank stripes around the subject (zero-pixles margins). Insert a model Report set's data and emphasize that in bold. Set's data include set Number, set official Name and set's Theme and subtheme if any. For example: 5988 - Pharaoh's Forbidden Ruins - Theme: Adventure If the set has more "configurations" (different models), please specify which one you are reproducing with LDD (Model A, Model B, etc...). NOTE: Alternate Versions (official different configurations for the same set) are counted as separate sets. If the set has been Re-Released with an identical or similar version, report the alternate Set ID(s). Report both the version of LDD and the brickset used to build the model. Insert a screenshot of your creation, in order to provide a preview. One screenshot for each set (see the rules about images above). Report if the model is complete or some piece is missing or replaced by a custom solution. Don't divide a single set in more than one post. Put a single set in a single .lxf file. You are encouraged to use LDD groups function to separate different elements in complex sets. LDD model should be similar to the original model as much as possible. Include minifigs, if any. Replace missing decorations with suitable ones, if possible. Modified models are welcome, but in different .lxf files, as an "extra". Every personalization (personal logos, additions, changes) makes a model a "Modified Model". and obviously... Share you lxf file! Update a set Update the post where you originally inserted the set. Report the update in the Upgrade Topic. Be care to follow the rules of the Upgrade Topic. [Sets created by other users] If the set has been built by another user, contact him and ask him to update his entry. Provide some help, if you find a way to solve some issue. 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Insert a model General rules: don't split model in more posts, don't add or remove entries to an existing post, group entries. Don't add personalizations to the model (except in order to replace missing parts). Use Groups. Extra are allowed, as text links. Necessary content: Set's Data, Image, LXF File, Error List. - Set's data: Set's ID, Set's name, Theme/Subtheme, alternative model (Model A, B, ...), alternative Set IDs if any. - Image: one for each entry, simple screenshots, maximum size 512x (big sets), crop, not scattered, no flat view, PNG with Alpha channel. - LXF file: one for each entry, direct link, report LDD and brickset version. - Error List: missing bricks/decorations, replaced brick/decorations, brick made replacements. Various: minimal quotes, don't quote images, report errors. (index/other entries).
  7. Hey everyone, Was just browsing the board and noticed @Forresto asking about Rebels style Tie Fighters, so I pulled up the ones I designed a little while back that I hadn't posted yet. I haven't had time to build them in real bricks yet, but once I get some free time I'll probably give it a go. First up in the Standard Rebels Tie Fighter; I combined multiple techniques from different builders from here and on Flickr to get the ball as round as possible, I can't remember who right now, but if I remember I will try to add names. Changing the wing size from the standard was a bit of a pain but this seams to hold together. Next is my version of the Inquisitor's Tie Advanced Prototype; The wings were also a pain to build on this one, I tried to keep them as thin as possible, which unfortunately means they aren't the strongest design, but they will work for now. Hope you all enjoy, I realise tie fighters are a dime a dozen, but I tried to go in a different direction with my design to better fit the Rebels aesthetic.
  8. Inspired by the Speed Champions cars. Last year I built a car showroom to show them off. Al's Autos is built on 3 large baseplates. On the left baseplate the blue and white sign has doubled sided brick plate writing and rotates on a Technic turntable. The showroom has a roller door entry behind the office on the left. It is fully tiled inside and lit with PF LEDs. On the right baseplate the brown turntable also rotates on a Technic turntable. The footpath is designed to match up to the Modular footpaths. My own creation cars are a Pick Up truck with removable Camper. A Ford GT40 reverse engineered from a LEGO YouTube movie. The black Pontiac is a KITT replica and has a working red LED scanner in the front. Next was a service centre / workshop for the showroom.The back section is a parts department. On the right are two service bays. The front one has a working Technic pneumatic hoist. Also PF LED lighting. The shipping containers can fit a Speed Champions car or spare parts. To keep the cars clean I next built a car wash. This has a working Technic based linear actuator to move the brushes back and forward over the car. So after a long day. It's off to the Drive In movies. The diner has a projection room, kitchen, counter, seating and toilet. My own creation cars are two NYPD police cars with working light bars. A yellow NY taxi. The two Porsche 911's are modified with brick headlights and door handles. The ambulance has working LED light bars, headlights and taillights One day I will get around to doing close up and interior photos.
  9. lostdriveway challenged me to create the Haunted Mansion from the LEGO Scooby Doo short, "Knight Time Terror." Here are some pics he sent me: I'm starting off with the greenhouse. Here's what I have so far: More soon!
  10. Keen to the scent, the hunt is my muse A means to an end this path that I choose Lost and aloof are the loves of my past Wake the White Wolf! Remembrance at last. Miracle of Sound — Wake The White Wolf [Render] Geralt of Rivia by Artemiy Karpinskiy, on Flickr * * * If you like what I do and you want to see me create your OC, a favorite Bionicle Character, or something else, feel free to look up my Commission Info! I also now have a Patreon page, so please consider supporting!
  11. LDD/MLCad 15D The Black Pearl Project - A joint venture by Courleciel and Papacharly EDIT April 1st 2015: Black Pearl mpd-file is available now. Please also note the relevant post #15 below! End of last year I had been invited by Courleciel to join a project he already started. The goal of this project was to virtually build the Black Pearl from the Lego video game “Pirates of the Caribbean” and, in a second step, to “make great renderings”. At this time the ship had already been built by Courleciel in real bricks. Starting point for this project was an “old” lxf-file (Lego Digital Designer) by captainjack. The virtual model was significantly optimized by Courleciel so as to make it more accurate and complete. A lot of parts have been repainted, some new elements were added (such as anchors, bell, grating, cannons...), and some were adjusted or rebuilt (like the capstan, figurehead, lanterns, masts...). After the model was nearly completed, the LDD file was converted to the LDraw format and my job started. According to Courleciels conceptual work I added rigging, rails, ropes and strings by using SR3D Builder and MLCad/LSynth. Sails were directly created in povray. Additionally it was necessary to manipulate some original LDraw parts (e.g. # x1609 batarang, see stern) to make them authentic with regard to the video game. Finally we decided on all setups for being rendered. All renders have status “as rendered”. There was no “photoshopping” applied, aside from scaling down and anti-aliasing. I have not counted all the hours I spent working on this project. But doing all the work Courleciel and me had a lot of fun. So we hope that you also will enjoy our work and have some fun too. High resolution “technical renders” showing the conceptual work of Courleciel can be found here. For high resolution images of the movie scenes click here. And here is the outcome of our project:: First we have some technical renders of the Black Pearl. Then we show some movie scene remakes. For all those which are not familiar with “Pirates of the Carribean”, please find the original movie scene respectively an original video game screenshot below each rendering. Here comes a remake of a video game screenshot: Two movie scenes from part 1 "The Curse of the Black Pearl": Movie scene “Pantano River” from part 2 "Dead Man’s Chest" Two movie scenes “Locker” from part 3 "At World’s End" Last but not least we have an atmospheric and maybe kitschy sunset render which is not related to any movie scene.
  12. I always want a proper model based on Agent Coulson's flying car and fortunately the new Avengers Video Game have a really good looking one. So i decided to build it at least in LDD. The "work" beginned with taking a lot of screenshots from every angle the whole and the exploded car. I'm very happy with the final build and i hope you like it too. Here is the final model and it's LDD: I also built an updated one for better structure in the inside: LDD Update: Added some flying pics:
  13. Establishing the new settlement at Jameston was proving much more difficult than Mooreton Bay had been. Although they had landed in January, the settlement had yet to have one completed building. With so many new settlements, colonists were not as available as there were in the early days, especially skilled workers. The longer distances also hampered logistics. So it was a mixture of annoyance and secret relief when Major Dirk Allcock was summoned on a fast ship back to Mooreton Bay with Colonel Andrew Howe, who himself was struggling under similar conditions at Port Woodhouse at nearby Garma's Key. Mooreton Bay was much the same as when he left it, although the streets were teaming with new faces and new buildings were encroaching on the skyline. It was hard to believe that this town, which had recently been recognised as a Large Town under the Colonial Ministries designation scheme, was little more than a few small huts a year ago. It was then Dirk noticed the large building that dominated the entire settlement, built on a rise overlooking the wide expanse of the bay. It was the site he himself had reserved for the seat of the government when he was mayor. Frank Greenway, his convict architect, had been drawing up plans when Dirk left for Jameston earlier in the year. Clearly construction had just been completed, and for a moment Dirk was quite speechless. A couple of days later saw Dirk in the square in front of the building, which had been named Moore House, after Corrington hero the late General Sir Charles Moore, who the settlement itself had indeed been named for. Today the wide expanse of the square was full of soldiers, more soldiers than Dirk had ever seen on Alicentia - two full battalions in fact. The left battalion was made up of redcoats, two companies of Grenadiers and a company of light troops. The battalion on the right was different. The men wore the same style of uniform as the redcoats opposite them, but their coats were a burnt orange colour. The troops were Mardierians, and this was the reason Dirk had been summoned. You may recall that recently Terraversia had come out and declared against the Mardierian Crown. This did not sit well with all the population on the island, including some of the army. Lieutenant Colonel Anthony deLucca was one such man and deLucca commanded a battalion of Mardierian troops. When the declaration of independence had come, he was forced to renounce his oath to the crown, along with his men to avoid massacre. However on the first available occasion he had fled, attempting to join Mardierian forces on the Isle de Medio. Blocked from this endevour by blockading Eslandola and Garvian ships, he had managed to smuggle an officer into one of the Mardierian forts with a letter for the Mardierian commander. Much to his horror, the officer had returned ashen faced and with a stinging letter from the commander. As deLucca and his man had renounced their oath, the commander viewed them as irreversibly tainted by the horror of republicanism. Fearing a trap, he had refused to entertain the idea of deLucca joining the garrison and had furthermore declared him and his men traitors to the crown, and persona non grata in all Mardierian territory, on pain of death. Harassed by the Eslandolan Navy, deLucca further fled eastward until he reached Mooreton Bay, where he had a distant connection to the Mayor, James Hume. Hume, not sure how Her Majesties Government would react to so many foreign troops, had immediately contacted The Cocovia Governor for advice and Captain Jonathan Cooke had referred the matter to Colonial Ministry. Moving with a speed that is only possible from the well oiled machine that is Corrington bureaucracy, orders had been dispatched recalling Colonel Howe from Port Woodhouse to invest the Battalion into the Corlander Army as the Queen's Mardierian Legion. The Legion would serve in the colonies, indeed it was decried that no QML soldier would be allowed to ever enter Corrington as a member of the army. deLucca had readily agreed, keen to serve his adapted nation. Before the ceremony Dirk too had a surprise. Orders from the Army Board had been received and he had received a brevet commission to Lieutenant Colonel. Separate orders from the Colonial office had also appointed Lieutenant Colonel Allcock as Governor of the Paradise Isles - as the Celestia/Cascadia region had become known. He was to return to Jameston immediately and continue to oversee the development of that settlement, but also the settlement of Port Woodhouse. Colonel Howe had been recalled to Bellson. But before returning home, Dirk was to attend the official opening of Moore House. The opening was a great success. Here Dirk and James Hume discuss matters while overlooking the ballroom. Colonel Howe can be seen talking to several gentlemen who look suspiciously like visiting Oleon VIPs. Several other recognisable figures can also be seen. Designed to impress upon all who saw it with the full might and glory of Corrington, Moore house was a monument to the Empire and a sign that Corrington was here to stay. The ground floor contained a huge reception area/ball room, with grand staircases leading to the second floor. Here the house divided into two wings, the Red Wing and Green Wing. In the Green wing the settlement council sat to deliberate on matters of the settlement, while in the Red Wing government lawyers meet to review settlement laws and debate disputes in the interpretation of said laws. Lastly the top level of the grand house was the residential wing. Although containing no permanent residences, a number of large rooms were kept for VIP visitors to the settlement, together with a central dining and lounge room. --------------------------- Licensed as a Royal Cultural property in Mooreton Bay: footprint = 10 368 I ended up having to do two separate builds as LDD froze every time I attempted to add the interior to the full model. Seriously, I don't know how you guys who build big in LDD do it. The program must have crashed at least 30 times towards the end of this build! The overview model totals just over 15 000 bricks. The house itself was inspired by this photo of a building in Sydney Australia, built in the 1800s and since demolished. After much frustration with the piano I cheated, and used the excellent design found here. The QML are to represent the battalion of troops I won as a result of Ch5A - many of you will see the loose historical parallel I have made with the KGL. As usual, C&C welcome! Enjoy!
  14. I use Stud.io Open Beta v1.0 (21) with LEGO Digital Designer 4.3.10. This digital model is under Creative Commons license. Did Stuid.io use out-of-date ldraw.xml or I should wait to next release ?!! FIRST IMAGE Import into Stud.io as LDD model. SECOND IMAGE Import into Stud.io model after export from LDD using updated ldraw.xml as LDraw model.
  15. You may well recall the widow Martha Harris, who established herself in the colony of Stormhaven late last year producing high quality hats. Her store became known as the Widow's Hattery, and has gained quite the reputation in the Sea of Thieves. Business is booming, with the demand for tricornes particularly high! (OOC: especially since a certain builder has stopped using shakos as on reflecting he feels he wants to represent an earlier period - indeed he has just ordered another 37 from a Bricklink store in Germany - but I digress...) To supply the growing demand, Martha has opened a second workshop in the settlement of Mooreton Bay, ran by a women she has had in her employ since the beginning, and trained in the art of hat making by her very self. The workshop is located in two new adjoining buildings and features a retail section on the ground floor, with the production line and storage on the second and third floors. Things are looking up for the newly established Widows Hat Company, who recently won the contract to supply the Mooreton Bay Colonial Militia with their supply of tricornes - a factor that influenced the decision to open a Mooreton Bay branch! As I am currently away from home I am again dabbling in LDD. With a new appreciation for what is very much definitely an dark art, here is my second attempt at a digital build! Thanks to @Kolonialbeamter for his advice on my first attempt, the render is much better this time around! I have something much bigger in the works now, and hope to have it ready to go (if my computer can render it!) by the end of the month. Any advice/comments/constructive criticism is definitely welcome! The building design was heavily influenced by @Gideon's The Wrong Proposal. I've tried to make everything realistically buildable, although some of the plate pieces I've used in medium dark flesh would be extremely rare and expensive IRL! This medium artesian property makes Mooreton Bay a Level 4 'Large Town', although I miscalculated and updated the settlement thread to this effect a few weeks ago - now however it is correct! Long live the Queen!
  16. A custom CMF series, all are from different ages of history, or from a non-existing world. Many of them were inspired by ideas from the CMF 18 guessing game, so thanks for them! Hope you enjoy! Forest Fairy Frightening King Harpy Merman Soldier Hired Gun Hunter God Mob Boss Mummy Warrior Retiarius Sand Demon Space Police Viking Shieldmaiden Ice Warrior Pirate Lass Frontiersman Gargoyle
  17. This time I'm presenting my latest LDD work. A Zekiville Volunteer fire station. The building itself contains 20.000 bricks. It meets the latest standards in safety and functionality. The main part of the building houses garages, wardrobes and sanitary facilities for firefighters. The Gray wind accomidates all the administative facilities and the underground levels cover recreational and storage facilities. The training tower is designed to allow vertical rescue training, and structual fire simulations. The top 2 floors on gray wind and a top floor on orange wing (main building) provides 12 apartments for firefighter and their families in order to provide as fast responce as possible. The building also house other volunter emergency services such as: - K9 Sar unit - Dive rescue unit - Cave rescue unit and mountain rescue unit. The garages for their equipmet are locates at the back of the building. The look on the building from the front. Back view. Part of rescue apparatus. Ladder and Tech rescue truck with extended ladder/arm. K9 SAR team. Have a nice day.
  18. The Platipus Class Imperial Shuttle never saw extensive service. It was designed to be slightly smaller than the Tydirium Class with heavy missile armament, but its dependency on supply lines quickly got the project cancelled after a handful of them saw limited action against pirate raiders. The foot soldiers liked it because it was a mix between a Tank Buster and a Transport vehicle ( MI-24 Hind wink wink ) I wanted to design something that had the marks of a Star Wars craft with added shapes inspired by real life animals (Platipus) and aquatic insects (Water beetle) with a Tie Advanced jammed in there :D The craft has no internals. It is just for display. Feedback is welcome
  19. Me again - exercising some more SciFi TV show nerdism. As I was wrapping up the Schwarzkopf, I found an awesome LDD MOC on Flickr by CK-MCMLXXXI (don't know if they're on Eurobricks), and decided to try to reverse-engineer it, similar to how I ended up building Agamemnon - except in this case I only had 3 pics (4 angles) to go from, and no clues to go by for the internals. The designer wasn't sharing the LDD files (which is totally fair - I won't share mine for this either to stay true to that) but I said I'd love to build it, and they challenged me to do so... Challenge accepted! I managed to make something pretty close to their original but had to make some changes as I couldn't make all the bodywork angles match the original design perfectly. Some of the angles for the head were a nightmare to figure out - I had to do an ugly colourbarf mock-up IRL to test whether it was even possible or not! But yep, all the connections are legal in LDD this time - and I think there's enough clutch-power and structure in the 6 supports to hold up the sidepods IRL. I'm pretty happy with how it turned out - Bluerender did a great job for the shots below, after I did some lighting experimentation. It's 3455 bricks, but I'm not sure they're all available in all the colours - haven't checked that yet... LxWxH it's 65x35x14 studs/bricks, or 522x280x136mm, according to MLCad. I'd add some stickers to it if I was actually building it IRL, but I currently have no plans to do so (the wife thinks it looks too "stubby" )... More pics including some LDD WIP screenshots are available in my Flickr album, and here's a 360 render (from my Photobucket) as a bonus: Hope the other BSG series fans out there like it! ;) I guess now I've done "The Beast" I should try the Galactica and/or a Cylon Basestar someday... if I could do them in the same scale that'd be pretty sweet, but that may be a stretch-goal too far!
  20. Hi guys for all this time when I think of making a moc I never build digitally. Now I think that building digitally first before trying to build it in real life is a good method to start mocs. I have built in LDD once but that was 2 or 3 years ago. Now i want to know what Lego digital building program is the best. I want something to begin with. My choices are LDD or Stud.io or Ldraw . Ldraw seems to be a bit advanced but i don't know that if it is that advance. I might go with Stud.io but I'm slightly not sure if it has technic parts but I am most sure it has While LDD doesn't have some parts ex:- Pneumatics. Tell me your opinion. P.S. Sorry for the bad English
  21. Hello all - new to Eurobricks and Lego Trains, I just wanted to share with you my rise from the Dark Ages and what I have been building. Last Christmas time I went to my first ever Lego Train Show hosted by the Northern Illinois Lego Train Club. I had been slowly getting back into Legos at that time since my sister introduced me to LDD. After the show I was hooked. I did not ask for, but was given the Emerald Night for Christmas and was so struck by how awesome it is and how it connected my love for trains to my love for Lego's. Then later in the year I got the Maersk Train for my birthday then the Blue Cargo train. I have been building in a fury!! I am most interested in North American Steam but have built some diesels as well. The flickr link is to a gallery of my steam collection I have a whole bunch of rail cars and some buildings and MOW vehicles as well. I am hoping one day to build these with real bricks and have a layout (really a big yard, engine shed, and round-house) and be a part of a train club. But until I have the space and funds, these LDD creations are the only way I can express my passion at this time. Anyway, enjoy the North American Steam! I did build a Class C Shay truck but since I borrowed so much from the original creator Stephen Pakbaz I decided not to share it. https://flic.kr/s/aHsknDng5z ALCO
  22. (Picture links to Flickr) A concept for a Nexo Knights pack for Lego Dimensions. It includes Clay Moorington and a Rumble Blade that can be rebuilt into two other vehicles. I've done a fair number of Dimensions concepts largely because I adore the little microscale builds, but I'm still learning! This is the first model I've successfully designed two alt-builds for, and a big part of that was figuring out what sorts of parts are conducive to that. In this case, lots of SNOT parts were a must, 3x1 plates were preferred over even-numbered lengths due to the odd-numbered width of all three models, and I ended up using the CMF weightlifter's weights as wheels due to needing them to be bounded on both sides (for the bikes) and wanting to be able to use them as building elements themselves. I wasn't really conceptualizing this from a gameplay perspective. Presumably, the first two would be ground-based vehicles (possibly with flight capabilities as well) while the third would be purely a flying vehicle. The second vehicle could probably use tow bars as well. Beyond that, I'm not sure how their capabilities would differ specifically. Clay, for his part, could probably reflect lasers with his sword and maybe could have some tech-related skills as well (such as using techno-panels like Benny or maybe even using his Squirebot as a drone like Doc Brown or Cybermen). In future models, it might be worth my while to consider adding parts to the base which can be used for elemental effects, like the 1x1 "electric" studs in the Delorean model from the Back to the Future level pack. As I said earlier, I'm still learning! Obviously, there are some parts that could not be placed due to the limitations of LDD. The minifigure is almost entirely bare, but would include Clay's normal helmet, armor, sword, and shield in an actual product. I'm not actually sure what Nexo Power the shield would have—maybe a blue one with Clay's falcon emblem (possibly functional in the app, possibly just ornamental). If all the parts were included, the pack as a whole would be 47 parts, which is a fairly typical piece count for a Dimensions pack. Comments? Questions? Feedback is much appreciated!
  23. After some playing around in LDD I managed to construct a 3 strand braid . This will be quite sloppy when you would build it in real life, but the excercise was fun. Anyone else having some LEGO braid ideas? Click the image to download the LXF-file. You can copy-paste the structure and connect it to the already present one.
  24. I'm trying to build an old steam ship as a model, first in LDD to see if its plausible and to estimate the required parts. But I've run in to a tight spot. the engines (2) where triple expansion steam. 3 cylinders. 2,5m long 2m high scaling to 1:40 via http://studs.sariel.pl/ gives me approximately 8 studs long. Only I'm stuck at 10 (11), which wouldn't be a problem you'd think, but the engine room where they are going into is small and there is other equipment to place as well (or I'd like too) So if there is anyone who has an idea how to downsize what I've got length wise. without losing the ability of the pistons going up and down when the crank rotates. best regards, Bart
  25. This is a general topic for everyone to ask for help making a certain assembly in LDD. We have a topic like this for finding parts in LDD, so a topic for this would be useful too. [Hopefully, I can fill this first post with tips and tricks I can find in the forum in the next days/weeks.] Anyway, if you need to assemble something, you can ask here for help!