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Found 891 results

  1. Xon67

    Assembling Bricksburg

    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: "I wanna go home!" LEGO Movie 2 logo The latest WIP of Emmet's Mech (with BlackStar): .lxf file: http://www.brickshelf.com/gallery/Xon67/Movie/movie_emmetsmech_2017-07-20.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 (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 Train bridge Monorail stop .lxf file: http://www.brickshelf.com/gallery/Xon67/Movie/_movie_train_stop_stairs_alt3.lxf Downtown plaza Skyscraper ground level The Coffee Chain .lxf file: http://www.brickshelf.com/gallery/Xon67/Movie/movie_coffee_chain.lxf Downtown Bricksburg and the Kragle antidote. 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 Construction Site Update: 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 Emmet's mech Emmet's mech compared to the official set Rush hour traffic Small car Public transportation, monorail, and Surfer Dave's car SUV Small van Delivery truck Police cruiser SWAT van Octan HQ micro scale upper floors Octan HQ micro scale Octan HQ from Finn's basement Octan HQ minifig scale Octan reception: Lord Business' relic room Octan corridor with MetalBeard and Benny Octan sound stage--news conference stage Octan sound stage--80s-something technology Octan sound stage--Where Are My Pants? Octan offices. Octan Control Room. Octan DJ booth Octan Executive Conference Room Lord Business' ThinkTank Octan flying cube. The many moods of MetalBeard MetalBeard's strong, virile body MetalBeard's "Down on the Farm" form 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 A surprise Christmas tree for Bad Cop Nathan Sawaya's Oscar statue from the 2015 Academy Awards. Mark Mothersbaugh's LEGO energy domes from the 2015 Academy Awards Awards given to all Emmet Awards nominees End Title Concept End credits: Movie Theater End credits: WyldStyle's tag End credits: Music End credits: Movie premiere End credits: Kragle End credits: Taco Tuesday End credits: Consessions End credits: Secret Police End credits: Sound stage End credits: Construction End credits: Warehouse More on the way!
  2. Please comment, request and discuss about LDD new parts here Now this topic is intended as a support area for the LDD New Parts thread Ok, let's do this. Inspired by @M2m thread I've started wrting a 3D Studio Max script that allows importing, editing and exporting LDD brick geometry and their XML data. They are rough, some geometry data is unknown (this doesn't have any visible or noticable impact so far) but it works and here's the result (click for bigger pictures): Fixed connectivity issue of 90 deg tube (pretty popular piece for 2018/2019 technic sets): Custom 3x5x2 panel that I saw in one of the Chinese custom (not copied from Lego) models: I was curious how my MOC would look like with more realistic, narrow tires so I shrinked Unimog tire to fit on 42029 rim. Dimensions: 81,6 x 30: For the tractor enthusiasts - how could a Class tire look like on an Arcos rim - also that Chinese model. Dimensions: 64,2 x 20 (I've made is slighty bigger than original tire): Moved some parts around and fixed default orientation of some of technic panels:
  3. Hello all, I'm having a trouble trying to build a dome on top of an octagonal structure. I don't normally build fully round structures; I've only done one MOC that was round modeled after a skyscraper in Texas (I forgot which city). Since I don''t have much experience with round buildings, I've having an extremely difficult time trying to build a dome top of my structure. I'm trying to make it in LDD as I would in real life but I'm not having any luck. I'm trying to make it look like what I have below but a lot better. Any suggestions or techniques to make this happen?
  4. To keep this topic clean of comments, please request and discuss HERE All the undesired posts will be moved to the aforementioned related thread It has been a long time since Lego Digital Designer (LDD) has been updated with new parts. For a long time the exact format of the code from the LDD parts was not exactly understood. Now, a few members of the Eurobricks community cracked the code and are able to create parts in the format LDD uses. This post shall list these new parts and contains a link to a zip/rar file with those new parts. Rules Off course we would all like to have as many new parts as soon as possible. That doesn't necessarily guarantee the highest quality standard. Therefor we have compiled some rules. Only parts that adhere to these rules will be added to the parts pack(s). Parts may only come from open sources. That means that LDraw parts are allowed, but that Mecabricks parts are strictly forbidden; A part must always have connectivity and boundary boxes; A part may include collision boxes but this is not necessary for approval. Reaching the LDD part database First things first. How to access the current parts of LDD? We need to know that before we can add new parts. Windows Download LDD LIF Extractor for 32- or 64-bit systems. The LIF file contains the LDD parts. The LIF Extractor can be found here: LINK; Unzip the LIF Extractor zip file; Navigate to: Users/[UserName]/AppData/Roaming/LEGO Company/LEGO Digital Designer. The "AppData" folder could be hidden; if so: activate "Show hidden files"; Here you'll find a file named "db.lif". Drag that file onto LIFExtractor.exe (it doesn't matter where LIFExtractor.exe is located: downloads folder, desktop or anywhere else, just drag db.lif onto the exe file); You'll now find a folder named "db" and one named "Palettes". Rename the original "db.lif" into something else (i.e. "xxdb.lif"), this is your parts back-up file! You'll find the following in the "db" folder: Folders "Assemblies": This folder contains the *.lxfml files for the assemblies. "Decorations": This folder contains all decorations. "MainGroupDividers": This folder contains the images of the part groups. " MaterialNames": This folder contains English and German names for the included color. Advise: do not open this file in a normal text editor, it will mess up the file, making it unusable! "Primitives": This folder contains the technical data for the parts. Navigate further to "LOD0", this folder contains the 3D models for the parts. Loose files "CurrentMaterials": This file list all current colors that are in LDD. "DecorationMapping": This file contains which decoration belongs to which parts. "info": Regular info about LDD. "Materials": This file contains all color RGB values. "pes": This file says something about friction which might have something to do with the old exploding animation. You'll find the following in the "Palettes" folder: Multiple *.lif files. Extract LDD.lif and LDDExtended.lif in the same way you extracted the db.lif file. Now you have two folders: LDD and LDDExtended. These folders contain *.paxml files: text files which create ready-to-use multi-colored part palettes. Here you add the 2020NewPreColoredParts folder. This gives you access to all new pre-colored multi-colored and printed new parts. iOS/Mac Download LIF-Extractor from JrMasterModelBuilder. It can be found here: LINK. Go to folder: /Users/myusername/Library/Application\ Support/LEGO\ Company/LEGO\ Digital\ Designer/ Extract the db.lif using JrMasterModelBuilder's LIF-Extractor.py Python script by using Terminal: python LIFExtractor.py /Users/myusername/Library/Application\ Support/LEGO\ Company/LEGO\ Digital\ Designer/\db.lif This will create a "db" subfolder containing the extracted contents of the db.lif file. Rename "db.lif" into something else (i.e. "xxdb.lif"), this is your parts back-up file! Enter the folder, go to "Primitives". This folder contains the technical data for the parts. Navigate further to "LOD0", this folder contains the 3D models for the parts. For information about the folder structure, see "Windows" above. Accessing the new parts Now for the real exciting part: adding parts to LDD. Lego Digital Designer should be closed for this. Download the update parts pack (*.rar file) to the location of the "db" folder from the latest post below; Unpack the folder; If asked if you want to replace files, click "Yes to all". Now you will have the latest parts and the newest part geometries.
  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 32 bits: download and replace the one in “C:\Program Files\LEGO Company\LEGO Digital Designer\” On Windows 64 bits: download and replace the one in “C:\Program Files (x86)\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!) This file is also used and distributed with these tools: lxf2ldr C++/Qt version (both CLI and GUI), more options but needs to be compiled lxf2ldr.html HTML/JS version, works everywhere! 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. Hi, does anyone know if its possible to change the controls like for example the movements keys? Changing them from the default arrow keys to A W S D like in Stud.io. I Know that there is not such option in the preferences tab but maybe in the code somewhere in the LDD Folder??
  7. [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). Write an Error List, reporting if the model is complete or some element is missing or replaced (by a similar part, a brick assembly or any custom solution). Use part IDs to identify the bricks. 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. If contact model's builder is not possible or he don't want to update it, insert the updated model in a new post as if it is a new model, but specify it is an update and insert the link to the original model's post. Inform the indexer before posting. Use of the new bricks from the custom LDD updates [new!] A model without custom bricks is necessary to the entry to be accepted as regular. A model with custom bricks is allowed as an extra. You are encouraged to publish both the models for your entries. Book or Request a set Refer to "Official Lego sets - Book, WIP, Requests" Topic. NOTE: you can ever choose to make an already made or booked set, if you want. Besides You are encouraged to inform an LDD file maker if you notice an adjustable defect in his/her LDD file! If you notice something wrong in the index, please report it to the indexer. If you use custom pieces to replace missing bricks in LDD, please post it in the "LDD custom bricks" Topic! Rules in brief Read the rules before posting here. Only regular entries will be indexed. Allowed sets: instructions officially released, no spared parts. Report references if necessary. 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. Models containing custom parts are allowed ad extra only. 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 set, simple screenshots, PNG with Alpha channel, maximum size 512x (big sets), crop (zero-pixles margins), not scattered, no flat view. - 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).
  8. 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 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!
  9. I've been working on this build since '7680 The Twilight' set came out in 2008. It started out as just modding the set to give it some interior, and slowly evolved with the continuous advances to LDD. Building this was the driving force behind designing my minifig scaled Delta-7, because I wanted to ensure that it would fit inside like in the show. I've gone through countless revisions to my design, even as far as starting from scratch at least 3 times. With every redesign came more research and I learned more and more about the design of this ship. I learned about a lot of things that never made it into the show. Things like that this ship actually has 3 levels to it, and that it uses an elevator to get between them. That they used 2 distinct 3D models of the ship and would switch between them during episodes, etc. It has been a long journey, but I'm finally happy enough with my design to share it. So into the details; Currently the ship sits at a total of 11,259pcs, measuring in at 102 studs (81.6cm) long by 132 studs (105.6cm) wide, by 37 studs (29.6cm) height (landed) or 84 studs (67.2cm) height (both outriggers extended). In other words, this thing is pretty big, still not as big as the Ghost, but it is the same length as the UCS Millenium Falcon. While I did find images and video of the majority of the interior I sacrificed a few of the unseen rooms in lieu of having more structure to hold the whole thing together. I did however keep all of the main areas, this includes the cockpit, cargo hold, connecting hallway and the boarding area. Comparing my build to the official Lego set. Here is a comparison between my Twilight, the UCS Millenium Falcon and my Ghost. As well as some comparisons with some of the official images that used to be on StarWars.com, I couldn't get the angles exactly right, but they're close enough to compare. And as a final note, I am currently in the process of building this monster, I have been slowly gathering pieces for the last few years, I have about 80% of the total pieces required, though I'm sure I'll have to make some modifications as I go. I will be posting updates as I go, but for now, here are my bins of parts, please forgive the unsorted disaster that they are currently in.
  10. I based this vintage dump truck MOC off the Moving Truck GWP (set 40536) from last year. I made the cab 6 wide and added a new back half. Two each of these brackets are missing from the LDD file: 36841 in black is needed for the front bumper 36840 in yellow is needed for the headlights The rear of the dump truck with the bed lowered. The MOC seats two figures, while the cab doors open and the bed raises to dump the load. Free LDD file available at Bricksafe. Thoughts?
  11. Hello everyone 1- I hope this subject is in the right place. 2- Sorry for my bad english I think you all have at one time or another during a construction, wanted to have a room that does not exist to carry out your project. So, you've probably imagined several over the years. 1- I imagined myself to create several in recent days (others to come) You can find them on Flickr HERE you can react on what you see. 2- Would you like to propose some already, in 3D or other? I opened a group for: - the techniques, - tutorials - new coins 1 month ago on Flickr HERE 3- Do you have any ideas? => Could you describe by embellishing an image that you would like to have? I can try to create on request if my limitation 2D (photoshop) allows it. By the way for your information, I also realized baseplates that are on Flickr. I would like your opinions, your reactions, your proposals ... TYVM Some exemples:
  12. Nebulon-B Medical Frigate by Dranac feat. Onecase (photo by Onecase) Hello every one. A few years ago, I revealed my UCS Nebulon-B frigate. It is now time to update this post, with new photos... new version and new instructions. It is now the the sixth version (v6) and I think it will be the very last. Because, Onecase (one of the best star wars mocer), added some welcome details, I decided to add some of these improvements to my Nebulon-B (with his kind authorization), I also rebuilt some parts of the frigate, for better resistance, optimization and better rendering. Because I'm not a very good photographer, I asked him if I could add to my photos some of his. He accepted and I thank him. I also decided to fully remake the instructions (PDF). It is a very nice and clear version, accessible to everyone. The instructions + part list are still on sale. Here is the part list (Red and lime colors can be replaced by anyelse) This new version is made of 4585 parts (the v5 was made of 4200 pieces), but keep the same proportions : 85 cm long This moc is still as strong as before (you can move it with one hand without any risk), as stable as before and still 100 % modular (you can disassemble it easily to show it in any convention ! ^_^) Enjoy ! Nebulon-B Medical Frigate by Dranac feat. Onecase (photo by Onecase) Nebulon-B Medical Frigate by Dranac feat. Onecase (photo by Onecase)
  13. 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
  14. A couple of years ago I was asked to build a couple of wedding cake toppers in Legoland scale (1:20). Here are the LDD building instructions in case you want to build your own: Instructions for the bride: http://www.brickshelf.com/gallery/gtahelper/Events/caketoppers/bride.lxf Instructions for the groom: http://www.brickshelf.com/gallery/gtahelper/Events/caketoppers/groom.lxf (Yay for 10 years at Eurobricks :) )
  15. So I recently got a new computer, which necessitated upgrading to Windows 10. I was able to find workarounds for most of the annoyances that caused (as evidenced by the Windows 7 style taskbar in the image below), but when I installed LDD and tried to launch it, it came out looking like this: Crazy scanlines all over the place, and an error message I can't read. You can't really tell in this picture, because it's been shrunk, but each line is only about one pixel in width, they're just grouped together real close in places. The lines stay there when I actually open the build editor. They seem to be in a fixed pattern rather than appearing randomly or moving around. As far as I can tell, the program seems to function more or less normally, but I can't see 90% of what's happening on the screen. I can't even tell if the font is displaying normally or not. I've already tried reinstalling it and repairing the installation, but the problem persists. What is happening, and how do I fix it?
  16. Millennium Falcon III - Cover by sti fos, auf Flickr Hey there! long time no see! check the pictures of latest version and Instructions with this post: Millennium Falcon III - vertical stand by sti fos, auf Flickr ----------------------------------------------------------------------------------------------- Content of 2019 For Download and INSTRUCTIONS (2019) see this POST stifos - Millennium Falcon - Brickbuilt by sti fos, auf Flickr stifos - Millennium Falcon - overview side by sti fos, auf Flickr download model on page 2 Hey there! finally I am able to share my first Lego MOC. Which started as modding the original 7965 Set ended up a with a little more changes than expected. first of All big credits to Kit Bricksto (did the Falcon ever finish?) , Inthert (Systemscale and interior), Joerg Kuehni (Mandibles), Fenk512(docking rings) which inspired me most and many of their details ended up in this Falcon. I also love to see what people do in the great UCS Millennium Falcon Mod Topic. Well, the reasons for choosing the Falcon in systemscale are quite simple: Not enough Money for the UCS; Not even enough Space in my flat for the size of the UCS and I wanted to fit the Falcon to the other Lego sets I own from back in the days. So I try to stick with the original size. I know there are proportions that don’t really fit, e.g. the size of the window at the gun turrets or the size of the access bays of the mandibles… But in the end I wanted to get the most iconic details into this one so this is how i dealt with it. I also began with the interior which i will upload later.
  17. A little something I threw together to make my life easier when creating custom LEGO decorations for LEGO Digital Designer. These are color swatch sets for Adobe Illustrator and Adobe Photoshop, featuring all current brick colors (according to BrickLink), with black and white color corrected to match LDD's black and white. The Illustrator set is organized by catagory, and since the Photoshop swatch system doesn't allow for this, each catagory is its own set. Even though these are brick colors and not decoration colors, it seems to me that most decorations tend not to stray very far from this palette. Download Illustrator Swatches To install the Illustrator swatches, download the file and place it in "C:\Users\[YOUR NAME]\AppData\Roaming\Adobe\Adobe Illustrator [VERSION NUMBER] Settings\en_US\x64\Swatches". Once in Illustrator, open the Swatches window, and from the dropdown in the corner of the window choose "Open Swatch Library>User Defined>Lego Colors". Download Photoshop Swatches To install the Photoshop swatches, unzip the file and drop the *.ago files into "C:\Users\[YOUR NAME]\AppData\Roaming\Adobe\Adobe Photoshop [VERSION NUMBER]\Presets\Color Swatches". Then go to the dropdown menu in the corner of the Swatches pane and select "Replace Swatches", and pick the one you want.
  18. papacharly

    [LDD] The Black Pearl Project

    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.
  19. I am currently creating a project to help the whole studio community by creating parts that are not available in Studio. https://bricksafe.com/pages/Cyborg_Samurai/parts-not-in-studio-custom-parts This list is constantly updated with new parts being added, as well as deleted once parts that get officially added later in Studio updates since they would no longer be needed to avoid duplicates. I realized that Studio is missing a lot of pieces, specifically parts in LDD that aren't in Studio such as a lot of the minifigure accessories and animal parts Some of the bricks out of many I have managed to export are this dinosaur arm and minifigure helmet So I started downloading files from the community that made sets in LDD, looking for the exclusive parts I need in the sets as I would open them in Studio and then send the part to PartDesigner. Where I need help is if someone may send a LDD file where the file includes 1 of every known part in Lego Digital Designer. This will be very helpful for the whole Studio Community thanks! I also forgot to mention that not to worry about decaled bricks since they do not export to Studio
  20. The Beauties of Hungary: part 1 – University of Debrecen, main building Name: University of Debrecen – Debreceni Egyetem Location: Debrecen Piece count: 803 Situated in Debrecen, Eastern Hungary, the University was founded in 1538 is the oldest continuously operating institution of higher education in Hungary. The most remarkable building of the university houses mostly the Faculty of Arts and Faculty of Science and Technology. A personal note: Debrecen is my home town, and I studied in this university, though most of my classes were not here, but in the chemistry building next to it.
  21. Rules of the Topic (Please read these guidelines before posting) [*]Any Lego LDD "tricks" (NOT standard functions) are welcome to post in this topic. [*]Please take a look if your trick duplicate or not. [*]Please start your title with [bold] LDD Trick #??, ?? is last trick number + 1. [*]Tricks tutorial can be any form, video or picture (800x600 max). [*]LXF sample files (link) are welcome.
  22. The Mugbearer

    [MOC] Prototype Tank (Generation Zero)

    Codename: Stridsmaskin 90 "Resen" The 2nd most heavily armored and armed of the machines, the Tank towers over houses and players alike, shaking the very ground with each step. Do not engage it without a strategy, plan your encounter in advance, and always be ready to run when the rockets start flying. The reference images are under the spoiler:
  23. Codename: Jaktmaskin 60 "Ulven" Intelligent, swift, and silent, the Hunter attacks with lethal precision, showcasing a diverse range of tactics and weaponry to take down survivors of the uprising. They use LMGs and Rocket Launchers at a distance and their deadly bladed right arm in close combat. — Generation Zero Wiki And here's another Generation Zero build! I am proud of the result! The reference images are under the spoiler:
  24. I've been in love with Generation Zero, Avalanche Studios' first person, co-operative shooter about teens in 1980s Sweden surviving a robot invasion. It has a very distinct art style, not unlike that of the famous Swedish sci-fi artist Simon Stahlenhag. I feel like there were some tensions between him and Generation Zero's Devs, but don't quote me on this. The Runner is - hopefully - the first in a line of GenZ-inspired MOCs, and also my first finished MOC of 2022. Procrastination have been wearing hard on me for the past few years, so I welcome any kind of positive change! The reference images are under Spoiler:
  25. I finished a Python program that (re)creates a lif file from a folder structure. So basically you can first use LIFExtractor.py (by JrMasterModelBuilder) to extract db.lif, then add mods and new bricks and afterwards repack the modified db folder with this tool (LIFCreator.py). It is tested on macOS 10.14.6 and Windows 10. It worked with LDD 4.3.11, bluerender 0.6 (that is the new added bricks where loaded and rendered) and of course I also tested it with JrMasterModelBuilders LIFExtractor.py (packing with this tool, unpacking with JrMasterModelBuilders LIFExtractor and vice versa). Still I don't guarantee any functionality and suggest you to keep backups (especially of the original db.lif). WARNING: You accept full responsibility of using it yourself ! https://github.com/sttng/LIF-Creator How to: ./LIFCreator.py /Users/your_user_name/Library/Application\ Support/LEGO\ Company/LEGO\ Digital\ Designer/db On Windows type the following into the command-line LIFCreator.exe "C:\Users\<YOUR USER>\AppData\Roaming\LEGO Company\LEGO Digital Designer\db" Below a bluerender test (the leaves are a new custom part):