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<tcurdt->
the only way to rotate and translate a shape/body (at the same time) is the (external) list-comprehension/sweep, right?
<tcurdt->
I want to make a slot for a screw head
<tcurdt->
(and make it a bit more fancy than just a hull)
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<J24k44>
tcurdt- translate()rotate() works at the same time - but you can use a multmatrix where you can do this too
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<J24k44>
maybe if you show an image of the result you try to archive, i might show you a path.
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<InPhase>
tcurdt-: In the day 24 Christmas tree on the 2024 advent calendar, I made extensive use of multmatrix to illustrate its unique potential (since it is rarely used) as an example of how it can to some elaborate combinations of rotations and translations all at once.
<InPhase>
s/can to some/can be used to do some/
<InPhase>
A single rotate and translate at once is much simpler, and was already documented in the manual.
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<Scopeuk>
Multimatrix is really powerful but it doesn't trivially map to any physical operation in my head, I should really put some effort into learning more advanced bits at some point
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<othx>
InPhase linked to "Drop-in M4 and M5 T-slot Nuts for 80/20 Aluminum Extrusion by rcolyer" on thingiverse => 3 IRC mentions
<InPhase>
They rotate into place in the extrusion slots, and lock without further turning because of the shape.
<InPhase>
It's a shape available commercially in metal form, but might inspire another mechanism to slide and rotate things into place for an attachment into a slot.
<teepee>
that's what I mean, it's a pretty generic thing, no something which would be obvious art
<J24k44>
I think the problem is that all those 3D sites will not risk the court and just delete by request
<J24k44>
(as done in the past)
<teepee>
at least for anything very similar or obvious derivate it makes sense to remove. they should never have been allowed in the first place, especially all those uploads with wrong licenses
<teepee>
but that's hard to track
<teepee>
a while ago I got so annoyed by some of those reuploaders that i reported a couple of them
<J24k44>
wait till AI decides to delete them all
<teepee>
thank you gamifction :(
<tcurdt->
J24k44 back ... so my ugly sketch was understandable :-D ... I didn't know it was called that "t-slot bayonet" .... exactly that .... thanks for the snippet!
<J24k44>
tcurdt- your welcome .. ( i named it that way as that lock mechanism is called bayonet mount .. and it is a t-slot)
<tcurdt->
J25k wow ... I've totally missed the multmatrix so far
<J25k>
yeah bit difficult to handle .. but rotations are an illusions of scale and skew
<J25k>
oh the } is missing in that line of code ↦ multmatrix([[1,0,0],[0,1,0],[0,-0.2,1],[0,0,0]])rotate_extrude(angle=30)translate([20,0]){square([2,10]);translate([-1,0])square([4,1]);}
<tcurdt->
nw ... I managed :)
<J25k>
it is not a clean design as the skew introduce distortion and for over 45° this becomes unacceptable. the three(4) vector of multmatrix are 3 scale (1) and 6 skew .. (the 4th is omitted and would be translation)
<J25k>
values
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<Guest8>
Hi there, everyone!
<teepee>
hello Guest8
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<f0lkert>
hi Guest8
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<Guest8>
There are a lot of users here, but hardly any chat. Can I ask questions here?
<teepee>
sure... assuming it's OpenSCAD related :)
<Guest8>
Of course! xD Well, here I go: I'm new to OpenSCAD, so I checked out the examples and the dropped right in. I've noticed that even in the examples, but also now in my own model, I see glitching surfaces: In the example it was seeing textures of surfaces where they aren't and in my personal project I can see surfaces which should have been cut via
<Guest8>
`intersect`, but are there in full and - from large angles, but not all - transparent. The parts work perfectly before intersection. Is this a known bug? How do I deal with that?
<Guest8>
Ah, yes, it's only in the preview, not in the render.
<teepee>
that's caused by the graphics card not knowing which of the 2 surfaces to draw, it's called z-fighting
<teepee>
the best way to solve is not having overlapping surfaces, e.g. when drilling a hole in a cube, have the cylinder being subtracted a bit longer, so it sticks out on both sides
<Guest8>
That'd be the case if there were two surfaces at the same z-coordinate, but they aren't.
<InPhase>
Guest8: ^ You can use that to paste the code you're testing with, and perhaps then we can point out what's on the same surface.
<teepee>
that's unrelated to where Z of the model is
<InPhase>
Guest8: It can be same x surface, same y surface, etc. Also ones at other angles.
<Guest8>
https://bpa.st/MJLA Here you go. This is supposed to be cut out from an inlay for a board game, so to have multiple tokens of the same size on a shelf. When you look from below, you can see surfaces just missing.
<Guest8>
But only from the front and the back. If you look at it from the side, they are all there.
<Guest8>
Hm, higher value for convexity seems to help.
<teepee>
jep, I just was about to say it looks like convexity issue
<teepee>
argh! the one triangle color only issue is back