<JordanBrown>
teepee (sorry, real work intruded :-) so the 3mf stuff that PrusaSlicer added was important to figuring out object topology, versus being something unrelated like slicing parameters?
<teepee>
it looks like they dump a couple of prusaslicer files into the metadata folder
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<J24k73>
i wouldn't wonder if that has to do with their modification by negative elements - as the 3mfs outside prusa slicer got displayed wrong (even on printables)
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<gbruno>
[github] MWStonton closed issue #4928 (Development Snapshot 2024.01.06 Linux AppImage fails to run on some machines due to missing examples.json file) https://github.com/openscad/openscad/issues/4928
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<Ravo>
Question: Can the SCAD language be used to define movement? For instance if I'm modelling an engine and want a piston to reciprocate along one axis for 20mm+/- from its center, can this be defined?
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<J24k73>
Ravo yes you can do animation and also save as multiple images $t is the variable used for it
<Ravo>
I'm reading that right now. Trying to think of the possibilities and limitations of it.
<J24k73>
[sin($t*360),cos($t*360)]*radius can be used for a circular motion .. but also rotate($t*360)translate([radius,0]) cylinder();
<J24k73>
in the gallery and SCADvent you find more examples
<Ravo>
It should work, but the amount of effort is making my eyes glaze over.
<Ravo>
I am not a talented SCAD writer.
<Ravo>
Arguably, if I get the ratios done properly I could link everything to a single instance of $t having pistons reciprocating, a crankshaft rotating, gears in a transmission and differential meshing, and all without the hassle of one moving too fast or slow and clipping into another part.
<InPhase>
Gears and pistons and such are totally doable as well. Lots of people do these sorts of demos as well.
<InPhase>
e.g., J24k73's there.
<Ravo>
In truth, I was reading on Steam forums the Tank Mechanic Simulator dev talking about how it takes months to finish a single tank. I immediately thought of OpenSCAD. It would also take months to do something as complex as a tank with hundreds of parts, but having the whole thing in pure text is a gold mine for modding and updating and
<Ravo>
troubleshooting. Movement was the only limiting factor. Naturally openSCAD couldn't account for things like tracks interacting with a floor, but being able to define the movements a part can take would allow the game engine to generate movement without any weirdness or clipping.
<J24k73>
for a real conrod you would invoke more math to get the rotation angle via tangents
<Ravo>
$t seems more powerful than I realized.
<J24k73>
keep in mind that game engines is a lot of tricks (magic) so this is never done like the real mechanics would work .. and interacting with floor are often just displacement maps
<InPhase>
The key really is to derive other values from it, and build up from there. At least when working within OpenSCAD. If your ultimate goal is doing external games, then you're really only doing preliminary modeling in OpenSCAD, and $t animations are just validating that shapes have the desired interoperability under motion.
<J24k73>
you can't export motion, you need to export every moving part separately and rig within your game engine
<InPhase>
Yeah, that.
<InPhase>
OpenSCAD is just for prototyping in this context.
<Ravo>
Thanks guys, I'll keep this in mind.
<J24k73>
but also the whole mapping (UV-maps) need to be done somewhere else
<InPhase>
I suppose in theory you could generate animations as cutscenes, but probably this is not optimal. :)
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<J24k73>
S stands for solid .. so it gets very very slow (and bad) simulating smoke or volume clouds - and we still have no "nice" shader
<InPhase>
Yeah. The one-true lighting scheme option would probably not work well for direct game integration.
<InPhase>
But also the simple workflow of generating animations in compressed form is a little goofy in its intermediate steps for such a workflow anyway.