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About celer

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  1. I'm still using 4.8.32, I'll go ahead and re-test these issues with 4.8.33, thanks for pointing it out! celer
  2. So I've been using the sculpt room to make parts for 3d printing here is some UI feedback from a new user (version : 4.8.32) I really wish the buttons in the VoxTree were immutable, so an errant click wouldn't do something I don't expect. If I accidentally click something it shouldn't cause an action which changes the model in a way that I might miss and would screw me later; specifically changing a voxel to a surface - this I think this type of change should require a more explicit action. I've now learned to constantly glance at the VoxTree to make sure I didn't errantly change a voxel into a surface, but once the voxtree becomes more complex, with mixed surfaces and voxels this task requires more mental state. I wish the "export selected meshs" menu option would title the 'Save as' dialog with the voxel name that was being exported. So for example if I right click on the "left lower mold" voxel layer, then the dialog to save the file would have a title like "Save voxel 'left lower mold' as:" When I'm exporting lots of meshes for printing it sucks to have the menu obscure the name of the voxel I'm exporting, or alternatively just propose a filename based upon the voxel that is being exported - I think this would overall be a better experience. I wish the footer on the bottom of the display would indicate if the view was in orthographic or perspective projection, I find myself looking at the 'View' menu frequently to figure out what mode I'm in, when I'm doing operations that require a certain perspective. Otherwise I delayed really diving into 3d coat for a long time, because I felt it had a greater learning curve than I wanted to tackle until I could dedicate more time to it. Retrospectively I was wrong I think the hardest thing to learn, which I'm still learning is the details around what each tool do. I'd say compared to any other 3d software I've tried to use for 3d printing I find 3d coat mildly more complex, but the complexity is worth it! I think the engineering team has done a great job constructing a UI which takes an utterly complex problem and made it both powerful and approachable. Bugs: When importing single meshes the dialog which pops up to manipulate the mesh doesn't always pop-up, I can induce it to pop up by clicking on the menu bar at the top of the screen. When rearranging items in the VoxTree sometimes it appears that other unrelated items get deleted, I managed to delete a few items from the VoxTree by doing this before I noticed. To reproduce create a complex Voxtree and move an item from the top of the Voxtree to the bottom, unrelated items in the middle get deleted. I'm also getting crashes when I import objects into empty surface layers. To reproduce load a complex model, create a new item in the VoxTree, then change it to a surface then import an STL.
  3. Ok, I know this is a large ask, but I really only have a couple tools in my tool chain, 3D Coat, OpenSCAD and Simplify3D. OpenSCAD is one of my favorite tools, it describes itself as "The Programmers Solid 3D CAD Modeller" it lets you describe 3D objects in a language for modifying 3d objects. So for example, one of the things I did with OpenSCAD was an antler generator, which used a recursive design to generate a parametric set of antlers. So you could change a few parameters and generate a new set of antlers. So for example to do something OpenSCAD is one of my favorite tools, but sadly it's painfully slow to do basic boolean operations - what I really wish existed was a fully compatible and performant implementation of OpenSCADs scripting language. So for example taking a sculpt from 3Dcoat and doing something like a shell operation in it in OpenSCAD can take upwards of an hour on a modern quad core I7, and it's preview mode so frequently gets it wrong that iterating in OpenSCAD on a complex model can be an exercise in suffering. The language itself just isn't that complex, and 3D Coat supports all the primitives and almost all of the operations, except perhaps Minkowski operators, which I think would be easy to implement with voxels. The reason to do this is it would allow 3D Coat to interact with thousands of existing OpenSCAD objects. My use cases for OpenSCAD are: Create a new object which then is used as a base in 3DCoat for sculpting Take a sculpted object and then do a parametric operation to it, i.e. cut a grid of holes, or slice an object into pieces Take other peoples openSCAD modules and integrate them into a larger design, so for example if I'm modeling something with a stepper motor I start by importing that library into OpenSCAD then building around it. Use OpenSCADs animation or looping constructs to visualize 3D motion or to cut the motion of a swing arm or other object accurately into another object If 3DCoat Printing and 3DCoat in general supported OpenSCAD here is what I'd want (ideally voxel based): Editor for creating objects, with syntax highlighting The ability to add a object defined by openSCAD to the primitives menu in 3DCoat Compatibility with all of OpenSCADs primitives (easy) and operators (I frequently use hull() and minkowski() for complex shell operations) Run an openscad script from the menu on an existing object to do a modification like drill holes in the object, or slice it up in a specific way Here is the grammar for OpenSCAD: https://en.wikibooks.org/wiki/OpenSCAD_User_Manual/The_OpenSCAD_Language Here is an example of the awesome libraries from openscad: https://www.thingiverse.com/thing:2187837 https://www.thingiverse.com/thing:1604369 Here is an example of the large number of existing OpenSCAD objects: https://www.thingiverse.com/search?q=OpenSCAD&dwh=865c5b52546db4c 3DCoat Printing would suddenly have a massive draw for anyone who wants a performant version of OpenSCAD and even more so to blend that into organic sculpting. I want this so badly I've considered trying to build it myself, but I think it would be better if it was part of 3DCoat.