othelarian

Eurobricks Vassals
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About othelarian

  • Birthday 01/14/1988

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  1. othelarian

    [MOC] Polaris

    Awesome moc! The general mood of the scene is so melancholic, it fits the story pretty well.
  2. othelarian

    [MOC] NCSPD Dreadnought

    The design is incredible, looks like a snowspeeder on steroid. I'm still trying to figure out which side is the front side, both are great.
  3. othelarian

    [MOCs] Technic Spaceships

    Panels, panels everywhere
  4. othelarian

    The 'Dauntless' (Wandering Skies)

    Ok, so you think about every little details, great work Photo's skills can be hard to learn.
  5. othelarian

    The 'Dauntless' (Wandering Skies)

    It looks a lot like a tugboat, but so real, it's thrilling how you put some life in it. Even the interior, quite raw, still keep this feeling of something that live for real. I'm more divided for the stern, it lacks something, like a ladder for the captain.
  6. othelarian

    [MOC] Mr. Sande over the Lavender Islands

    The balloon with all the gears are absolutely gorgeous! I also love the keel and the boat's hull, a really well executed MOC. NPU
  7. othelarian

    Classic Space Lunar Death Race

    Awesome! I love the dynamic you put them in, I can feel the speed. What software did you use to get this result?
  8. othelarian

    [NCS] Robot Turtle XXL From set 21109

    Hey! Here too! Wonderful moc, the cockpit is awesme, and it looks pretty close to the original, except relly bigger
  9. othelarian

    COSMIC HORIZON RESEARCH BASE

    So many reasons to build a rocket, I never thought about that. Looks like you're a very good reseacher. I wish you to read the support needed
  10. othelarian

    COSMIC HORIZON RESEARCH BASE

    The design of the drone like spacecraft is awesome! The rocket is pretty neat, but I don't see why NCS will need a rocket when they have access to space ships like the spacecraft. The base is gorgeous, but also huge, it's like 3 or 4 sets in one. Incredible work!
  11. othelarian

    [MOC] Blacktron Energy Extraction Platform

    The Blacktron vibe is so strong in this moc! Nice build! I love the stacking around the core, and I agreed with Aanchir about the heavy-duty industrial motif. And the little tram, a fun yet clever addition. I'm not a big fan of the turret though, I found it a bit weird in comparison of the entire set. Initially I took it for a drone. So a very small point, clearly a matter of taste
  12. othelarian

    [MOC] Imperial Scout Schip (Wandering Skies)

    I knew it when I saw it the first time The micro build looks exactly the same, nice job on this one. The more I look at your moc, the more I think I understand it.
  13. othelarian

    [MOC] Blacktron: SCARAB

    Ohhhh, it becomes more interesting then
  14. othelarian

    [MOC] Blacktron: SCARAB

    Oay, honestly, I love this one. I immediatly recognized the scarab in it The alternate black/white on the back, between the reactor and the antenna, it's this kind of details that make it not good but great. On a negative side, I don't understand the weapons on the front if it's a racer, it moves it for me from a racer to a scarabstarfighter. Nicely done!
  15. Hi dear community! I restarted building recently, and I changed for Studio instead of Mecabricks. With Mecabricks it was easy to transfer the model from the workshop to Blender, but I wanted to use some specific parts, plus some others studs, so I needed to switch. But it isn't that easy to transfer from Studio to Blender. Maybe you heard about the laziness of software engineer and their tendancy to script everything to get rid of repetitive and boring tasks. Fun fact: it's quite true. So I wrote this script : https://github.com/othelarian/studio2blender/releases/tag/first_release It's a simple python file to make your life way easier when dealing with a Studio model. How it works? Let's go for a little howto! First, export your model from Studio, in the Collada format (.dae), with Winding Order set on Clockwise, and Coordination on Right Handed. Then, import the model in Blender (File => Import => Collada (.dae), it can take some time, wait for a success (the model appears!) or an error message). After the successfull import, open a scripting area (generally there is a layout called "Scripting" with one already open) and open the studio2blender.py file. Finally, run the script (the little triangle next to the "open" button on the top of the area). What this script do? That's a really good question! In the exact order, the script does this: execute a "clear parent inverse" to fix the orientation of the parts after the import execute a "clear parent but keep transform", to isolate the empties created by the import from the part delete the empties, because there aren't needed anymore do some Blender internal stuff about making multi user object's data unique to each object apply scale transformation (needed to fix some issue when rendering) remove duplicated vertices by merging them, to reduce the nnumber of vertices (not the number of triangles though) apply normals auto smooth to get back the sharpness on the edges What can go wrong? This script is far from perfect, here a couple things to take care of when using it: if you're working with big models you can easily reach millions of polygons. A solution to that is used directly by the importer to use multi user data, which help keeping the number of polygons low. But to apply scale transformation Blender needs that each part as its own data, and the script needs to break the multi user data to do that. There is a workaround but I didn't include it in this first release, so keep an eye on the model statistics in Blender. the script looks for an object called "Model" to delete it, because it isn't needed to work with the parts (the script already clear any issue with parenting). But if you need to keep every parts under a single parent, then the script is your ennemy as it puts every parts on the top of the hierarchy. still with the "Model" object, if you import multiple Studio models they get a new name build like this: Model.XXX, where XXX is the number of the model (Model.001, then Model.002, etc). If this is the case, the Model.XXX won't be deleted by the script. the script is executed onto the entire scene, no matter the number of models, or if you already imported and cleaned with the script other models, and most importantly, the script doesn't care if it is running over the model you imported or over other objects you may have created directly in Blender. Every object with the word "dot_dat" in its name would be deleted. For big models with submodels I have to run the script twice. I didn't have enough time to investigate further why. To be sure the script finish successfully, take any part and look at its normals auto smooth, it must be activated. What's next? I have plenty of idea to make this script better, but I also want to spend my time on building more than writing some code. For now I don't know if I'll continue a little or not. Here some ideas already plan for "one day": Transform the script to a Blender addon Try to handle the import directly in the script Limit the script execution to one Model Insert an option to keep a global parent for the model (to keep things organized) Fixing the submodel issue Enable submodel separation option Include the workaround for multi user data Feel free to ask me for any script variation you may need. I may answer with some delay, and maybe it'll be too hard or to time consuming to make it, but at least I can give you some advice Have a great build!