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SylvainLS

Eurobricks Counts
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Everything posted by SylvainLS

  1. OpenGL is also very fast for 2D graphics. For instance, some video players use it. It may also be used for compositing (placing windows on the desktop). That could explain why everything is offset: the bottom bar pushed the window in the compositor but the window/mouse handler doesn’t know.
  2. Correction: it contains all the parts, the one that couldn’t be placed in red, the others in yellow. (I never use it, I always know what parts weren’t loaded ) And, yes, disabling the physics tests in developper mode allows to load it (and the original with all the parts too).
  3. It’s a file containing the unplaceable parts (all in red). It may not be entirely loadable if its parts also collide….
  4. Update 2017-09-03 Added: 10187 / 10187.dat Minifig Bladed Claw Spread (And a little update on not-really-usable colours.) md5sum: bdc750d892fd990cfee4e7ebafdbde08
  5. Frankly, for the railing, I’d attach it only with 1 stud. I can see no real reasons to want to attach it at both ends. And if the phone is too short, you may try bar with clip (48729) with a bar (but the clips are a bit big/ugly), or 2 antennas (73587).
  6. I’m not a “talented LEGO Designer” but I’ll try anyway Railing: You didn’t specify what scale. Must you attach both ends? I’d use a phone (6190). Door: Garage doors? (4218) They can’t fold all the way though….
  7. Yes, and it’s LEGO I meant by “they” because Brickset’s pictures (and a good part of their data) directly come from LEGO.
  8. Looks more like an anti-stud than a stud but still an error, and still strange that they make that kind of error. Maybe because it’s an obsolete part, not made anymore, they don’t care…. Oh, another way to check: find a (small) set that uses one and look at the instructions. (e.g.: http://bricks.argz.com/ins/1280-1 )
  9. LDD is correct. 75535 has no knob/stud, it’s a technic pin/peg joint. https://www.bricklink.com/v2/catalog/catalogitem.page?P=75535#T=C Note though that, since 2006-2009, it has been replaced by 62462. https://www.bricklink.com/v2/catalog/catalogitem.page?P=62462#T=C A similar part with a stud is 71075 (71076 for BrickLink, 71075a in LDraw; there seems to be a mess with these IDs…). It’s just a cylinder brick and it’s rare and expensive. https://www.bricklink.com/v2/catalog/catalogitem.page?P=71076#T=C
  10. I think it’s also about the same as the following item “can’t exclude color:” BL’s software uses LEGO colors that are rare and expensive. It’s more about being able to choose the colors beforehand or after the mosaic is computed (to recompute it), or to smooth some dithering errors (which can’t always be avoided). You can do that “by hand” but as BL’s software is linked to BL’s buying platform (via wanted list for instance), and in order to get correct building instructions, it’s important to include these editing/smoothing features in the software. It’s not about magnifying, it’s about the 10 studs x 10 studs grid with which BL’s software cuts the resulting mosaic. There’s no 10x10 plate/baseplate, so it’s pretty stupid to cut the mosaic in 10x10 submodels. As for 3D, there are several ideas: sculpture like mosaics, multiple-depths mosaic (like some maquetry bas-reliefs), etc. Just look for examples of LEGO mosaics on the web, creativity is limitless
  11. http://www.brickwiki.info/wiki/LDraw_unit And yes, about all LDraw applications use them in their UI.
  12. Practical tip: colour the 3-fingered one as transparent, you’ll then see if the articulation bumps match the holes. Theoretical tip: the articulation points are at 12 LDU from the centre of the part. That means two 3612.dat correctly connected are at 24 LDU from each other.
  13. If I remember correctly, that thread is more about the business side, for BL sellers. (If you want to see all the messages on one page: https://www.bricklink.com/messageThread.asp?ID=220859&nID=1040635 ) I was more talking about this (sub)forum: http://forum.bricklink.com/viewforum.php?f=5&sid=ea07d8385bcb8a204bd992606cf9517f
  14. Update 2017-08-17 Added: 18455 / 18455.dat Hinge Brick 2 x 4 Locking with 1 Finger on Top at One End 92903 / 92903.dat Arch 1 x 3 x 2 with Curved Top md5sum: 4cfd013b4632e8c0c411f7e30eb8df86
  15. Read BrickLink Mosaick forum, plenty of wanted features (which won’t be implemented soon by BL).
  16. Update 2017-08-13 Added: 93223 / 93223.dat Minifig Beard Medium Short Updated: 15341 / 15341.dat Minifig Robot Arm md5sum: 178932728e81a526e608ddcf467cddc0
  17. TL;DR: 93888.dat is in Unofficial ( http://www.ldraw.org/cgi-bin/ptscan.cgi?q=93888 ), it has been there for a long time. LDD treats 3007 and 93888 as different (the latter having internal supports), whereas, in LDraw, 93888.dat is a simple alias to 3007.dat (but a long help text explaining the differences (which don’t include internal supports)). So using 93888.dat isn’t necessary and could even be a problem but, as many parts are already only available in Unofficial, in those cases I prefer to use the correct DesignID.
  18. 1. Only Flex Rods 7M, 11M, and 12M are flexible (14M, 16M, and 19M aren’t). Don’t ask me why 2. You block one end (connect it to another part), you use the flex tool (F) on the other end, which should follow your mouse. If the rod is totally free (not connected), it’ll still move and flex a bit.
  19. Update 2017-08-04 Added: 18835 / 18835p01.dat Minifig Hair Mid-Length Straight with Gold Crown Pattern 88323 / 88323.dat Technic Chain Tread 38 Reinforced md5sum: 43786195f6d977424e571767af7a0dee
  20. legolijntje already sent us (me and Roland) the file and, as surmised, it’s a problem with the file, not with the flattening (mpd to ldr), not with ldraw.xml. There’s a 0.1 instead of a -0.1 in a matrix in the top-level model, the bricks apparently show really near where they should be but the matrix is wrong (not a rotation). I guess legolijntje will correct that soonish. As an aside, as you want to import in Mecabricks in the end, if it’s possible, maybe you could transform the model submodel by submodel: it should greatly help you with overlapping bricks (less bricks to import, less bricks rejected by LDD, less bricks to re-add afterward).
  21. Okay. Must have been down for some time.
  22. digital-bricks.de (hyphen + .de, not .org) But I don’t see anything there that can help you.
  23. The values in the LDR file have 3 digits, so ±0.001. The example that works leads to an “identity” matrix with (1 or 0) ±0.0005. The one that isn’t orthogonal gives (1 or 0) ±0.0005 and spurious 0.06 and 0.19. I don’t believe these 0.06 and 0.19 can be floating point errors. Especially as the entry matrices uses the same values, just with different signs: [ [-0.304, -0.31, -0.901], [-0.002, -0.945, 0.325], [-0.953, -0.1, 0.287] ] # isn't a rotation [ [-0.304, 0.31, 0.901], [ 0.002, -0.945, 0.325], [ 0.953, 0.1, 0.287] ] # is a rotation
  24. Yes. “Flipping” an axis as a determinant of -1 (your scale-an-axis-negatively matrices are diagonal matrices with two 1 and one -1, aren’t they?). So, you do N = A x M x B, with A, B, and M orthogonal, M a rotation matrix (determinant of 1), and A and B with a determinant of -1. Hence, N is orthogonal, with a determinant of -1 x 1 x -1 = 1. IOW, N is a rotation matrix. Too bad it isn’t (even though it’s determinant is (almost) 1) Hence one of the above hypotheses is wrong: either M, A, or B, or two or all of them aren’t orthogonal (because orthogonal matrices are a group, so XxY is orthogonal iff X and Y are orthogonal), or something happened to the matrices. We really need a simple example (that doesn’t import well in LDD) where we can clearly see which part is the mirror of which. (I wasn’t able to build one using LDCad’s mirror tool (but I’m no LDCad expert): they all import well in LDD.)
  25. Flattening an MPD isn’t rocket science: read the whole file, store each submodel, and then dump the main model, replacing each used submodel by its content, coloring it (= replacing color 16) and transforming the matrices using the one in the use-line (simple multiplication). Here is another (dumb) example in Ruby for your collection The flattening shouldn’t cause much problem (beside approximation errors): we have 4x4 transformation matrices that are multiplied together and we end up with 4x4 transformation matrices. If we start with (rotation+translation) matrices, we should end up with (rotation+translation) matrices (I think : I know rotation matrices are a group, I think (rotation+translation) matrices are another one). @roland As we can see in the examples I gave, the numbers are the same but the first matrix isn’t orthogonal and the second one is. I don’t think approximation errors are the culprit here. As an aside, there’re ways to find the nearest orthogonal/rotation matrix. That’s what Qt does in the QMatrix4x4::optimize() function.
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