Bolt factory Dimensions Problem #44260
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#44260
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Windows 8.1 nvidia something laptop
Blender Version
2.74
Short description of error
Bolt factory does not produce dimensional objects according to the scene units
Exact steps for others to reproduce the error
Add a Bolt. Switch to Metric Units and the bolt (e.g. the default M3 one) will be 72.5cm long.
Also when using a Scene Scale the Bolt Factory should respect the scaling an produce Bolts with the correct size. I for example use a scene scale of 0.001/Metric to match the dimensions of my construction better to my 3D Printer and to have a STL Export which works without scaling (ok, broken since 2.73 but in 2.72 Bolt factory shows the same problem). So I always have to scale by 10 to get a correct bolt.
Changed status to: 'Open'
Added subscriber: @CarstenWartmann
Added subscriber: @BrendonMurphy
hi, this is more a limitation than a bug.
I did some experiments today with little success.
If you open boltfactory createMesh.py, at line 29 it covers global scale:
GLOBAL_SCALE = 0.1 #1 blender unit = X mm
maybe you could change this for your projects/bolts?
I'll leave this open atm to give others time to examine solutions.
thanks, let me know if this helps.
Added subscriber: @jambay
Each object creation is based on model size not "environment" or related to other objects. I would agree there should be a setting for this, but should be a general topic not specific to bolts.
Added subscriber: @Sergey
Aaron, what's your call here?
When Bolt Factory was first written, (AFAIK) Blender didn't have a concept of scene units and scale.
Now that this feature is available I would very much like to use it and scale the objects correctly according to the scene settings.
It should be pretty easy to do as every thing is scaled at one point in the code.
I will try and have a look at it in the next few weeks.
Please let me know if there is any work done regarding this. I also have a need/desire to do similar with "building basics" objects - https://developer.blender.org/T44022.
I should be able to commit the fix tomorrow.
@spudmn
I recently made the changes to the presets system.
https://developer.blender.org/diffusion/BA/browse/master/add_mesh_BoltFactory/
It's now using Blender's built in preset system.
One thing I noticed & indeed it's in many addons, is a lack of generic 'scale' slider. (xyz combined into 1 scale slider)
It could be useful in this case for users making presets set to their own scale.
Hi Brendon
I like that idea. I tried to fix this problem by using the scene units and scale. It worked fine for metric scenes but I was unsure what the user would expect to happen if they choose an imperial setting. Should the plug-in display metric units and convert to imperial for the object only. This was all a bit confusing.
By using the scale slider the user can decide.
I will look into this.
Aaron
Changed status from 'Open' to: 'Archived'
closing as archived, issue is unsupported at this time.
I dont think this is a good decision to close it. If a user uses imperials and generates a M (Metric) bolt he would of course expect a metric ISO bolt which is the exact length in Inch or whatever creepy units he uses. ;-I)
If it is not possible to solve such things it is needed to discuss with the core devs to change Blender in a way that such things are possible.
Carsten