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	<channel>
		<title><![CDATA[Wings 3D Development Forum - How To]]></title>
		<link>https://www.wings3d.com/forum/</link>
		<description><![CDATA[Wings 3D Development Forum - https://www.wings3d.com/forum]]></description>
		<pubDate>Wed, 15 Apr 2026 18:48:14 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Making a shape like the JWST's mirror]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3213</link>
			<pubDate>Wed, 21 Jan 2026 18:01:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3213</guid>
			<description><![CDATA[At Discord, an user asked for a way to make a shape like the JWST mirrors.<br />
Despite other simple approaches, I come with this one intending to show the use of Magnet with Move, as well as the use of Put On [RMB] to create the "array".<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/uhvJTz55lXw" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[At Discord, an user asked for a way to make a shape like the JWST mirrors.<br />
Despite other simple approaches, I come with this one intending to show the use of Magnet with Move, as well as the use of Put On [RMB] to create the "array".<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/uhvJTz55lXw" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Using Magnet (Not the Tweak one)]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3179</link>
			<pubDate>Thu, 21 Nov 2024 02:17:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3179</guid>
			<description><![CDATA[<span style="font-style: italic;" class="mycode_i">Magnet</span> is something missing sometimes.<br />
Here was a case to use it. <br />
<br />
I used the <span style="font-style: italic;" class="mycode_i">Magnet</span> in conjunction with <span style="font-style: italic;" class="mycode_i">Rotate-&gt;X</span> command. We invoke it by pressing <span style="font-style: italic;" class="mycode_i">[ALT]</span> key while clicking the mouse button to choose the menu command.<br />
<br />
Before we pick the <span style="font-style: italic;" class="mycode_i">Outer boundary</span> we can set some Magnet options like default <span style="font-style: italic;" class="mycode_i">Radius</span> and <span style="font-style: italic;" class="mycode_i">Distance Route</span> (Shortest, Midpoint and Surface).<br />
<br />
Once we pick the outer boundary and run the command, during the adjustment of the rotation we have some other options. In the right corner of <span style="font-style: italic;" class="mycode_i">Information line</span> we can choose the influence type. I choose the <span style="font-style: italic;" class="mycode_i">Dome</span>.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/CMjh6hPC/Rotate-and-magnet.png" loading="lazy"  alt="[Image: Rotate-and-magnet.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[<span style="font-style: italic;" class="mycode_i">Magnet</span> is something missing sometimes.<br />
Here was a case to use it. <br />
<br />
I used the <span style="font-style: italic;" class="mycode_i">Magnet</span> in conjunction with <span style="font-style: italic;" class="mycode_i">Rotate-&gt;X</span> command. We invoke it by pressing <span style="font-style: italic;" class="mycode_i">[ALT]</span> key while clicking the mouse button to choose the menu command.<br />
<br />
Before we pick the <span style="font-style: italic;" class="mycode_i">Outer boundary</span> we can set some Magnet options like default <span style="font-style: italic;" class="mycode_i">Radius</span> and <span style="font-style: italic;" class="mycode_i">Distance Route</span> (Shortest, Midpoint and Surface).<br />
<br />
Once we pick the outer boundary and run the command, during the adjustment of the rotation we have some other options. In the right corner of <span style="font-style: italic;" class="mycode_i">Information line</span> we can choose the influence type. I choose the <span style="font-style: italic;" class="mycode_i">Dome</span>.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/CMjh6hPC/Rotate-and-magnet.png" loading="lazy"  alt="[Image: Rotate-and-magnet.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Replicating Patterns]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3165</link>
			<pubDate>Thu, 25 Apr 2024 13:44:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3165</guid>
			<description><![CDATA[In this tutorial, I will demonstrate how to effortlessly replicate patterns by utilizing the 'Absolute Command -&gt; Move [MMB]' option.<br />
This technique is particularly useful when you need to duplicate an object numerous times.<br />
<br />
It was motivated by the nice tutorial by <span style="font-weight: bold;" class="mycode_b">ivla</span>: <a href="https://www.wings3d.com/forum/showthread.php?tid=3164&amp;pid=17296#pid17296" target="_blank" rel="noopener" class="mycode_url">How to make honeycomb (flat hexagonal grid)</a><br />
Which the Mirror command was used as an option; this serves as an alternative.<br />
<br />
<a href="https://postimg.cc/dhgg7KqG" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/dhgg7KqG/Replicating-Pattern-1.png" loading="lazy"  alt="[Image: Replicating-Pattern-1.png]" class="mycode_img" /></a> <a href="https://postimg.cc/MMS4DbfT" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/MMS4DbfT/Replicating-Pattern-2.png" loading="lazy"  alt="[Image: Replicating-Pattern-2.png]" class="mycode_img" /></a> <a href="https://postimg.cc/wRxrKqVY" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/wRxrKqVY/Replicating-Pattern-3.png" loading="lazy"  alt="[Image: Replicating-Pattern-3.png]" class="mycode_img" /></a> <br />
<br />
<a href="https://postimg.cc/HrrfsLCp" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/HrrfsLCp/Replicating-Pattern-4.png" loading="lazy"  alt="[Image: Replicating-Pattern-4.png]" class="mycode_img" /></a> <a href="https://postimg.cc/CzP3gqXP" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/CzP3gqXP/Replicating-Pattern-5.png" loading="lazy"  alt="[Image: Replicating-Pattern-5.png]" class="mycode_img" /></a> <a href="https://postimg.cc/KKLwBszw" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/KKLwBszw/Replicating-Pattern-6.png" loading="lazy"  alt="[Image: Replicating-Pattern-6.png]" class="mycode_img" /></a> <br />
<br />
<a href="https://postimg.cc/2b7tXbnx" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/2b7tXbnx/Replicating-Pattern-7.png" loading="lazy"  alt="[Image: Replicating-Pattern-7.png]" class="mycode_img" /></a> <a href="https://postimg.cc/cr4p2m9t" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/cr4p2m9t/Replicating-Pattern-8.png" loading="lazy"  alt="[Image: Replicating-Pattern-8.png]" class="mycode_img" /></a>  <a href="https://postimg.cc/14y2VBZ7" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/14y2VBZ7/Replicating-Pattern-9.png" loading="lazy"  alt="[Image: Replicating-Pattern-9.png]" class="mycode_img" /></a> <br />
<br />
<a href="https://postimg.cc/c6TjR3xx" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/c6TjR3xx/Replicating-Pattern-10.png" loading="lazy"  alt="[Image: Replicating-Pattern-10.png]" class="mycode_img" /></a> <br />
<br />
After filled one row we can repeat the process to replicate as many columns as we need. Depending on the pattern we may need to start by using Mirror [RMB], make some clean up and then apply the commands like above.<br />
<br />
<a href="https://postimg.cc/N5Mnp0F1" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/N5Mnp0F1/Replicating-Pattern-11.png" loading="lazy"  alt="[Image: Replicating-Pattern-11.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[In this tutorial, I will demonstrate how to effortlessly replicate patterns by utilizing the 'Absolute Command -&gt; Move [MMB]' option.<br />
This technique is particularly useful when you need to duplicate an object numerous times.<br />
<br />
It was motivated by the nice tutorial by <span style="font-weight: bold;" class="mycode_b">ivla</span>: <a href="https://www.wings3d.com/forum/showthread.php?tid=3164&amp;pid=17296#pid17296" target="_blank" rel="noopener" class="mycode_url">How to make honeycomb (flat hexagonal grid)</a><br />
Which the Mirror command was used as an option; this serves as an alternative.<br />
<br />
<a href="https://postimg.cc/dhgg7KqG" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/dhgg7KqG/Replicating-Pattern-1.png" loading="lazy"  alt="[Image: Replicating-Pattern-1.png]" class="mycode_img" /></a> <a href="https://postimg.cc/MMS4DbfT" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/MMS4DbfT/Replicating-Pattern-2.png" loading="lazy"  alt="[Image: Replicating-Pattern-2.png]" class="mycode_img" /></a> <a href="https://postimg.cc/wRxrKqVY" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/wRxrKqVY/Replicating-Pattern-3.png" loading="lazy"  alt="[Image: Replicating-Pattern-3.png]" class="mycode_img" /></a> <br />
<br />
<a href="https://postimg.cc/HrrfsLCp" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/HrrfsLCp/Replicating-Pattern-4.png" loading="lazy"  alt="[Image: Replicating-Pattern-4.png]" class="mycode_img" /></a> <a href="https://postimg.cc/CzP3gqXP" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/CzP3gqXP/Replicating-Pattern-5.png" loading="lazy"  alt="[Image: Replicating-Pattern-5.png]" class="mycode_img" /></a> <a href="https://postimg.cc/KKLwBszw" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/KKLwBszw/Replicating-Pattern-6.png" loading="lazy"  alt="[Image: Replicating-Pattern-6.png]" class="mycode_img" /></a> <br />
<br />
<a href="https://postimg.cc/2b7tXbnx" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/2b7tXbnx/Replicating-Pattern-7.png" loading="lazy"  alt="[Image: Replicating-Pattern-7.png]" class="mycode_img" /></a> <a href="https://postimg.cc/cr4p2m9t" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/cr4p2m9t/Replicating-Pattern-8.png" loading="lazy"  alt="[Image: Replicating-Pattern-8.png]" class="mycode_img" /></a>  <a href="https://postimg.cc/14y2VBZ7" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/14y2VBZ7/Replicating-Pattern-9.png" loading="lazy"  alt="[Image: Replicating-Pattern-9.png]" class="mycode_img" /></a> <br />
<br />
<a href="https://postimg.cc/c6TjR3xx" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/c6TjR3xx/Replicating-Pattern-10.png" loading="lazy"  alt="[Image: Replicating-Pattern-10.png]" class="mycode_img" /></a> <br />
<br />
After filled one row we can repeat the process to replicate as many columns as we need. Depending on the pattern we may need to start by using Mirror [RMB], make some clean up and then apply the commands like above.<br />
<br />
<a href="https://postimg.cc/N5Mnp0F1" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/N5Mnp0F1/Replicating-Pattern-11.png" loading="lazy"  alt="[Image: Replicating-Pattern-11.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Playing with hexagons]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3164</link>
			<pubDate>Wed, 24 Apr 2024 13:36:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=13060">ivla</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3164</guid>
			<description><![CDATA[How to make hexagonal structure on the cylinder surface.<br />
(WARNING: orange is the selection color in this example)<br />
<br />
Some theory before action:<br />
<br />
For convenience, let's take the side of the hexagon equal to about 1 unit.<br />
Here is the proportions:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/s9YdDZf/000.jpg" loading="lazy"  alt="[Image: 000.jpg]" class="mycode_img" /></a><br />
<br />
Assume that we need 16 hexagons that fit around the circle (so we must use 32-section cylinder for that).<br />
The formula for the circle radius is: (hex-side-length * cylinder-sections * 0.866025) / (2 * pi)<br />
<br />
So for "one-unit" hexagon we need a cylinder of 0.5 unit height and 4.410629 unit radius.<br />
<br />
Make it and select the vertices like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/RTwQTbg/001.jpg" loading="lazy"  alt="[Image: 001.jpg]" class="mycode_img" /></a><br />
<br />
Delete selected:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/d7ZYkFB/005.jpg" loading="lazy"  alt="[Image: 005.jpg]" class="mycode_img" /></a><br />
<br />
Select upper and lower faces:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/WPt63Md/006.jpg" loading="lazy"  alt="[Image: 006.jpg]" class="mycode_img" /></a><br />
<br />
Extrude it by normal for 0.5 unit:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/Gk3C3nz/007.jpg" loading="lazy"  alt="[Image: 007.jpg]" class="mycode_img" /></a><br />
<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/WyGzrMz/008.jpg" loading="lazy"  alt="[Image: 008.jpg]" class="mycode_img" /></a><br />
<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/gm9WNyW/009.jpg" loading="lazy"  alt="[Image: 009.jpg]" class="mycode_img" /></a><br />
<br />
After extrusion use "mirror":<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/HFhpmpm/010.jpg" loading="lazy"  alt="[Image: 010.jpg]" class="mycode_img" /></a><br />
<br />
Repeat face selection and "mirror" as you need:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/94Sp6dj/011.jpg" loading="lazy"  alt="[Image: 011.jpg]" class="mycode_img" /></a><br />
<br />
Select two edge like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/DDqJMvG/012.jpg" loading="lazy"  alt="[Image: 012.jpg]" class="mycode_img" /></a><br />
<br />
Select similar edges (hotkey "i"):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/DwC8YQ7/013.jpg" loading="lazy"  alt="[Image: 013.jpg]" class="mycode_img" /></a><br />
<br />
Delete it and swittch to vertices select mode, then select one vertice like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/ZMPzQZf/014.jpg" loading="lazy"  alt="[Image: 014.jpg]" class="mycode_img" /></a><br />
<br />
Select similar vertices (hotkey "i"):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/1YVfbdB/015.jpg" loading="lazy"  alt="[Image: 015.jpg]" class="mycode_img" /></a><br />
<br />
Delete selected:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/CVMGNYG/016.jpg" loading="lazy"  alt="[Image: 016.jpg]" class="mycode_img" /></a><br />
<br />
Base form is ready.<br />
<br />
(to be continued)]]></description>
			<content:encoded><![CDATA[How to make hexagonal structure on the cylinder surface.<br />
(WARNING: orange is the selection color in this example)<br />
<br />
Some theory before action:<br />
<br />
For convenience, let's take the side of the hexagon equal to about 1 unit.<br />
Here is the proportions:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/s9YdDZf/000.jpg" loading="lazy"  alt="[Image: 000.jpg]" class="mycode_img" /></a><br />
<br />
Assume that we need 16 hexagons that fit around the circle (so we must use 32-section cylinder for that).<br />
The formula for the circle radius is: (hex-side-length * cylinder-sections * 0.866025) / (2 * pi)<br />
<br />
So for "one-unit" hexagon we need a cylinder of 0.5 unit height and 4.410629 unit radius.<br />
<br />
Make it and select the vertices like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/RTwQTbg/001.jpg" loading="lazy"  alt="[Image: 001.jpg]" class="mycode_img" /></a><br />
<br />
Delete selected:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/d7ZYkFB/005.jpg" loading="lazy"  alt="[Image: 005.jpg]" class="mycode_img" /></a><br />
<br />
Select upper and lower faces:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/WPt63Md/006.jpg" loading="lazy"  alt="[Image: 006.jpg]" class="mycode_img" /></a><br />
<br />
Extrude it by normal for 0.5 unit:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/Gk3C3nz/007.jpg" loading="lazy"  alt="[Image: 007.jpg]" class="mycode_img" /></a><br />
<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/WyGzrMz/008.jpg" loading="lazy"  alt="[Image: 008.jpg]" class="mycode_img" /></a><br />
<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/gm9WNyW/009.jpg" loading="lazy"  alt="[Image: 009.jpg]" class="mycode_img" /></a><br />
<br />
After extrusion use "mirror":<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/HFhpmpm/010.jpg" loading="lazy"  alt="[Image: 010.jpg]" class="mycode_img" /></a><br />
<br />
Repeat face selection and "mirror" as you need:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/94Sp6dj/011.jpg" loading="lazy"  alt="[Image: 011.jpg]" class="mycode_img" /></a><br />
<br />
Select two edge like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/DDqJMvG/012.jpg" loading="lazy"  alt="[Image: 012.jpg]" class="mycode_img" /></a><br />
<br />
Select similar edges (hotkey "i"):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/DwC8YQ7/013.jpg" loading="lazy"  alt="[Image: 013.jpg]" class="mycode_img" /></a><br />
<br />
Delete it and swittch to vertices select mode, then select one vertice like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/ZMPzQZf/014.jpg" loading="lazy"  alt="[Image: 014.jpg]" class="mycode_img" /></a><br />
<br />
Select similar vertices (hotkey "i"):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/1YVfbdB/015.jpg" loading="lazy"  alt="[Image: 015.jpg]" class="mycode_img" /></a><br />
<br />
Delete selected:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/CVMGNYG/016.jpg" loading="lazy"  alt="[Image: 016.jpg]" class="mycode_img" /></a><br />
<br />
Base form is ready.<br />
<br />
(to be continued)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Preparing a Two Material Object for 3D Printing]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3163</link>
			<pubDate>Thu, 11 Apr 2024 02:08:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=11088">edb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3163</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Preparing a Two Material Object for 3D Printing</span><br />
<br />
I've put together a tutorial for preparing a model in Wings 3D to have more than one material.<br />
<br />
<a href="https://www.edwardlblake.com/wings3d/tutorials/two-material-3d-print.html" target="_blank" rel="noopener" class="mycode_url">https://www.edwardlblake.com/wings3d/tut...print.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">How it works</span><br />
<br />
Some 3D printers have more than one extruder which allows them to use more than <br />
one filament during a print. It's possible to create the object for such a print <br />
in Wings 3D. It should be noted that printing with more than one filament requires <br />
a printer with more than one extruder.<br />
<br />
What you will need to do this:<br />
<ul class="mycode_list"><li>Wings 3D with the AMF or 3MF plugin (the latest version can be found on the forum).<br />
</li>
<li><a href="https://slic3r.org/" target="_blank" rel="noopener" class="mycode_url">Slic3r</a> or similar slicing software.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Preparing a Two Material Object for 3D Printing</span><br />
<br />
I've put together a tutorial for preparing a model in Wings 3D to have more than one material.<br />
<br />
<a href="https://www.edwardlblake.com/wings3d/tutorials/two-material-3d-print.html" target="_blank" rel="noopener" class="mycode_url">https://www.edwardlblake.com/wings3d/tut...print.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">How it works</span><br />
<br />
Some 3D printers have more than one extruder which allows them to use more than <br />
one filament during a print. It's possible to create the object for such a print <br />
in Wings 3D. It should be noted that printing with more than one filament requires <br />
a printer with more than one extruder.<br />
<br />
What you will need to do this:<br />
<ul class="mycode_list"><li>Wings 3D with the AMF or 3MF plugin (the latest version can be found on the forum).<br />
</li>
<li><a href="https://slic3r.org/" target="_blank" rel="noopener" class="mycode_url">Slic3r</a> or similar slicing software.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Simple bayonet mount for 3d printing]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3155</link>
			<pubDate>Tue, 30 Jan 2024 05:14:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=13060">ivla</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3155</guid>
			<description><![CDATA[Simple bayonet mount for 3d printing.<br />
(Orange color used for selection)<br />
<br />
Make tube for inner part, number of sections must be a multiple of 3 (36, for example)<br />
<a href="https://imgbb.com" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/3SmyyqQ/b01.jpg" loading="lazy"  alt="[Image: b01.jpg]" class="mycode_img" /></a><br />
<br />
Mark by different colors three equal groups on the upper surface (3 groups by 12 faces). This is not necessary and is done for the convenience of further actions.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/qRJKd42/b02.jpg" loading="lazy"  alt="[Image: b02.jpg]" class="mycode_img" /></a><br />
<br />
Select both edge rings - upper and lower and unselect one edge in every group.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VBXggkr/b03.jpg" loading="lazy"  alt="[Image: b03.jpg]" class="mycode_img" /></a><br />
<br />
Rotate selection by Y axis. Rotation angle depends on bayonet diameter - 3 degrees in this example.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/LZVRsdL/b06.jpg" loading="lazy"  alt="[Image: b06.jpg]" class="mycode_img" /></a><br />
<br />
Unselect all, then seleсt all side faces.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/TDQP96q/b07.jpg" loading="lazy"  alt="[Image: b07.jpg]" class="mycode_img" /></a><br />
<br />
Shell extrude it for making a "spacer" (it will be deleted after). Extrude distance depends on bayonet diameter and accuracy of 3d printer, it can be 0.2-1 (if units == millimeters). <br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/PjK0Trq/b10.jpg" loading="lazy"  alt="[Image: b10.jpg]" class="mycode_img" /></a><br />
<br />
Repeat shell extrude for the outer part.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/fXndhyP/b11.jpg" loading="lazy"  alt="[Image: b11.jpg]" class="mycode_img" /></a><br />
<br />
Delete/hide the "spacer".<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/sP5mGhc/b12.jpg" loading="lazy"  alt="[Image: b12.jpg]" class="mycode_img" /></a><br />
<br />
Mount part is ready. Form other mount parts as you need.<br />
Something like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/y6DMgfr/b00.jpg" loading="lazy"  alt="[Image: b00.jpg]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[Simple bayonet mount for 3d printing.<br />
(Orange color used for selection)<br />
<br />
Make tube for inner part, number of sections must be a multiple of 3 (36, for example)<br />
<a href="https://imgbb.com" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/3SmyyqQ/b01.jpg" loading="lazy"  alt="[Image: b01.jpg]" class="mycode_img" /></a><br />
<br />
Mark by different colors three equal groups on the upper surface (3 groups by 12 faces). This is not necessary and is done for the convenience of further actions.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/qRJKd42/b02.jpg" loading="lazy"  alt="[Image: b02.jpg]" class="mycode_img" /></a><br />
<br />
Select both edge rings - upper and lower and unselect one edge in every group.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VBXggkr/b03.jpg" loading="lazy"  alt="[Image: b03.jpg]" class="mycode_img" /></a><br />
<br />
Rotate selection by Y axis. Rotation angle depends on bayonet diameter - 3 degrees in this example.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/LZVRsdL/b06.jpg" loading="lazy"  alt="[Image: b06.jpg]" class="mycode_img" /></a><br />
<br />
Unselect all, then seleсt all side faces.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/TDQP96q/b07.jpg" loading="lazy"  alt="[Image: b07.jpg]" class="mycode_img" /></a><br />
<br />
Shell extrude it for making a "spacer" (it will be deleted after). Extrude distance depends on bayonet diameter and accuracy of 3d printer, it can be 0.2-1 (if units == millimeters). <br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/PjK0Trq/b10.jpg" loading="lazy"  alt="[Image: b10.jpg]" class="mycode_img" /></a><br />
<br />
Repeat shell extrude for the outer part.<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/fXndhyP/b11.jpg" loading="lazy"  alt="[Image: b11.jpg]" class="mycode_img" /></a><br />
<br />
Delete/hide the "spacer".<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/sP5mGhc/b12.jpg" loading="lazy"  alt="[Image: b12.jpg]" class="mycode_img" /></a><br />
<br />
Mount part is ready. Form other mount parts as you need.<br />
Something like this:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/y6DMgfr/b00.jpg" loading="lazy"  alt="[Image: b00.jpg]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making screw caps and nuts]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3134</link>
			<pubDate>Wed, 04 Oct 2023 08:49:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=13060">ivla</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3134</guid>
			<description><![CDATA[Making a simple screw cap with "thread" primitive.<br />
<br />
Make the helicoid thread object:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/88HbK9W/001-cr.png" loading="lazy"  alt="[Image: 001-cr.png]" class="mycode_img" /></a><br />
Extrude upper non-flat face by Y axis, not by normal (!!!) :<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/Hnh0qbr/002-cr.png" loading="lazy"  alt="[Image: 002-cr.png]" class="mycode_img" /></a><br />
Repeat with lower face:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/6sX9w6J/003-cr.png" loading="lazy"  alt="[Image: 003-cr.png]" class="mycode_img" /></a><br />
Flatten those faces by Y:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VVTQ889/004-cr.png" loading="lazy"  alt="[Image: 004-cr.png]" class="mycode_img" /></a><br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/9qtYvHk/005-cr.png" loading="lazy"  alt="[Image: 005-cr.png]" class="mycode_img" /></a><br />
Inset both faces:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/SrvbdRW/006-cr.png" loading="lazy"  alt="[Image: 006-cr.png]" class="mycode_img" /></a><br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/qWnVGks/007-cr.png" loading="lazy"  alt="[Image: 007-cr.png]" class="mycode_img" /></a><br />
Scale (enlarge) both of them radial by Y axis<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/bBfMFGx/008-cr.png" loading="lazy"  alt="[Image: 008-cr.png]" class="mycode_img" /></a><br />
Use "Absolute scale" to set size of upper face:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/Z8XL8Dh/009-cr.png" loading="lazy"  alt="[Image: 009-cr.png]" class="mycode_img" /></a><br />
And repeat with the lower (with same size by X &amp; Z):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VvYs76X/010-cr.png" loading="lazy"  alt="[Image: 010-cr.png]" class="mycode_img" /></a><br />
Select upper and lower faces and use "bridge"<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/b3y2Jt5/011-cr.png" loading="lazy"  alt="[Image: 011-cr.png]" class="mycode_img" /></a><br />
Select whole oblect and "Invert" it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/kHL1jzf/012-cr.png" loading="lazy"  alt="[Image: 012-cr.png]" class="mycode_img" /></a><br />
Select faces on lower end of object and extrude it by Y axis<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/S5SgbkX/013-cr.png" loading="lazy"  alt="[Image: 013-cr.png]" class="mycode_img" /></a><br />
Unlesect all, select faces in the inner surface:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/fpQ2bsq/014-cr.png" loading="lazy"  alt="[Image: 014-cr.png]" class="mycode_img" /></a><br />
"Dissolve" it<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/cw1TK3c/015-cr.png" loading="lazy"  alt="[Image: 015-cr.png]" class="mycode_img" /></a><br />
All done.<br />
Below I cutted the cap in half to show what's inside it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/jR3FjSS/016-cr.png" loading="lazy"  alt="[Image: 016-cr.png]" class="mycode_img" /></a><br />
<br />
Same process can be used for making nuts, but it requires to modify the initial oblect (dissolve some faces in its lower - smaller - end) and does not require last steps (extrude &amp; dissolve).<br />
<br />
Modifying thread primitive for making nut:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/3fN93mT/101-cr.png" loading="lazy"  alt="[Image: 101-cr.png]" class="mycode_img" /></a><br />
Select lower - smaller - face, then "Select more" (by presing "+" key):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/rHV8VS6/102-cr.png" loading="lazy"  alt="[Image: 102-cr.png]" class="mycode_img" /></a><br />
"Dissolve" it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/KG0QxQn/103-cr.png" loading="lazy"  alt="[Image: 103-cr.png]" class="mycode_img" /></a><br />
Select those two points and "Connect" it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/wYSqRhZ/104-cr.png" loading="lazy"  alt="[Image: 104-cr.png]" class="mycode_img" /></a><br />
"Connect" another two points:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/pdYWWXY/105-cr.png" loading="lazy"  alt="[Image: 105-cr.png]" class="mycode_img" /></a><br />
Primitive is ready.<br />
To make nut extrude upper and lower faces etc., as shown above.]]></description>
			<content:encoded><![CDATA[Making a simple screw cap with "thread" primitive.<br />
<br />
Make the helicoid thread object:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/88HbK9W/001-cr.png" loading="lazy"  alt="[Image: 001-cr.png]" class="mycode_img" /></a><br />
Extrude upper non-flat face by Y axis, not by normal (!!!) :<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/Hnh0qbr/002-cr.png" loading="lazy"  alt="[Image: 002-cr.png]" class="mycode_img" /></a><br />
Repeat with lower face:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/6sX9w6J/003-cr.png" loading="lazy"  alt="[Image: 003-cr.png]" class="mycode_img" /></a><br />
Flatten those faces by Y:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VVTQ889/004-cr.png" loading="lazy"  alt="[Image: 004-cr.png]" class="mycode_img" /></a><br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/9qtYvHk/005-cr.png" loading="lazy"  alt="[Image: 005-cr.png]" class="mycode_img" /></a><br />
Inset both faces:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/SrvbdRW/006-cr.png" loading="lazy"  alt="[Image: 006-cr.png]" class="mycode_img" /></a><br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/qWnVGks/007-cr.png" loading="lazy"  alt="[Image: 007-cr.png]" class="mycode_img" /></a><br />
Scale (enlarge) both of them radial by Y axis<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/bBfMFGx/008-cr.png" loading="lazy"  alt="[Image: 008-cr.png]" class="mycode_img" /></a><br />
Use "Absolute scale" to set size of upper face:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/Z8XL8Dh/009-cr.png" loading="lazy"  alt="[Image: 009-cr.png]" class="mycode_img" /></a><br />
And repeat with the lower (with same size by X &amp; Z):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VvYs76X/010-cr.png" loading="lazy"  alt="[Image: 010-cr.png]" class="mycode_img" /></a><br />
Select upper and lower faces and use "bridge"<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/b3y2Jt5/011-cr.png" loading="lazy"  alt="[Image: 011-cr.png]" class="mycode_img" /></a><br />
Select whole oblect and "Invert" it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/kHL1jzf/012-cr.png" loading="lazy"  alt="[Image: 012-cr.png]" class="mycode_img" /></a><br />
Select faces on lower end of object and extrude it by Y axis<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/S5SgbkX/013-cr.png" loading="lazy"  alt="[Image: 013-cr.png]" class="mycode_img" /></a><br />
Unlesect all, select faces in the inner surface:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/fpQ2bsq/014-cr.png" loading="lazy"  alt="[Image: 014-cr.png]" class="mycode_img" /></a><br />
"Dissolve" it<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/cw1TK3c/015-cr.png" loading="lazy"  alt="[Image: 015-cr.png]" class="mycode_img" /></a><br />
All done.<br />
Below I cutted the cap in half to show what's inside it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/jR3FjSS/016-cr.png" loading="lazy"  alt="[Image: 016-cr.png]" class="mycode_img" /></a><br />
<br />
Same process can be used for making nuts, but it requires to modify the initial oblect (dissolve some faces in its lower - smaller - end) and does not require last steps (extrude &amp; dissolve).<br />
<br />
Modifying thread primitive for making nut:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/3fN93mT/101-cr.png" loading="lazy"  alt="[Image: 101-cr.png]" class="mycode_img" /></a><br />
Select lower - smaller - face, then "Select more" (by presing "+" key):<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/rHV8VS6/102-cr.png" loading="lazy"  alt="[Image: 102-cr.png]" class="mycode_img" /></a><br />
"Dissolve" it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/KG0QxQn/103-cr.png" loading="lazy"  alt="[Image: 103-cr.png]" class="mycode_img" /></a><br />
Select those two points and "Connect" it:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/wYSqRhZ/104-cr.png" loading="lazy"  alt="[Image: 104-cr.png]" class="mycode_img" /></a><br />
"Connect" another two points:<br />
<a href="https://imgbb.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/pdYWWXY/105-cr.png" loading="lazy"  alt="[Image: 105-cr.png]" class="mycode_img" /></a><br />
Primitive is ready.<br />
To make nut extrude upper and lower faces etc., as shown above.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[MacOS] How to get ready Wings3D Scripting Plug-ins]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3099</link>
			<pubDate>Thu, 13 Apr 2023 22:23:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=17">tkbd</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3099</guid>
			<description><![CDATA[I tried to <span style="font-weight: bold;" class="mycode_b">edb</span>'s wings3D script plugin enviroment get ready on MacOS.<br />
It successfuly,so I wanted share infomation.<br />
(It took me few hours to figure out all the information nessesary.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scripting with Scheme and Python by edb</span><br />
<a href="http://www.wings3d.com/forum/showthread.php?tid=3096&amp;pid=16842#pid16842" target="_blank" rel="noopener" class="mycode_url">http://www.wings3d.com/forum/showthread....2#pid16842</a><br />
<br />
<br />
<br />
How to the setting<br />
<ol type="1" class="mycode_list"><li>Install Wings3D script plugin  <a href="http://www.wings3d.com/forum/showthread.php?tid=3096&amp;pid=16842#pid16842" target="_blank" rel="noopener" class="mycode_url">http://www.wings3d.com/forum/showthread....2#pid16842</a><br />
</li>
<li>Download  wings script pack , and unzip  <a href="https://github.com/elblake/wings-scripts-pack" target="_blank" rel="noopener" class="mycode_url">https://github.com/elblake/wings-scripts-pack</a><br />
</li>
<li>Install Home Brew package manager and Command line tools(Xcode) <a href="https://brew.sh/" target="_blank" rel="noopener" class="mycode_url">https://brew.sh/</a><br />
</li>
<li>Install Interpreters (Gauche and Python3) by Home Brew<br />
</li>
<li>set each Path of the Interpreters<br />
</li>
<li>set each Path of wings script pack<br />
</li>
</ol>
<br />
I decided to used two Interpreters on MacOS<br />
	Python Interpreter : Python3<br />
	Scheme Interpreter : Gauche(gosh)<br />
<br />
In MacOS,It is easy install them by using HomeBrew pakage manager.<br />
Also nessesary install Command Line Tools for Xcode.<br />
<br />
<br />
<br />
If you not install Command Line Tools of Xcode yet <br />
<span style="font-weight: bold;" class="mycode_b">Run terminal.app</span>,and type a following for install them.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>sudo xcode-select --install<br />
brew install python3<br />
brew install gauche</code></div></div>Next if all install are success...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Run Wings3D</span> and open menu ...<br />
Edit &gt; Plug in-preferences &gt; <span style="font-weight: bold;" class="mycode_b">Script Preference</span><br />
<br />
Switch to <span style="font-weight: bold;" class="mycode_b">"Interpreters" Tab</span>,<br />
and <span style="font-weight: bold;" class="mycode_b">Fill settings for "Python Interpreter Path" and "Scheme Interpreter Path" </span><ul class="mycode_list"><li>/usr/local/Cellar/gauche/0.9.12_3/bin/gosh<br />
</li>
<li>/usr/local/Cellar/python@3.11/3.11.3/Frameworks/Python.framework/Versions/3.11/bin/python3.11<br />
</li>
</ul>
<br />
 Current Issue:<br />
 In currently it not support symbolic link.<br />
 So I should set full path.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>e.g.&nbsp;&nbsp;&nbsp;&nbsp;<br />
/usr/local/opt/python@3<br />
/usr/local/Cellar/python/3.6.4_4<br />
/usr/local/Cellar/gauche/0.9.12_3</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">FYI for trouble shooting:</span><br />
If interpreter file path <span style="font-weight: bold;" class="mycode_b">contains wrong space or wrong name</span>,or wings chash.<ul class="mycode_list"><li>wpc_scripting_shapes:command/3: bad return value: {error,interpreter_not_found}<br />
</li>
<li>"Unknow POSIX error" Dialog open when tried Heighmap,Panda3D and Godot exporter plugin<br />
</li>
</ul>
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>DEBUG: Traceback (most recent call last):<br />
DEBUG:&nbsp;&nbsp; File "/Users/*******/Library/Application Support/Wings3D/2.2.9/plugins/wpc_scripting_shapes_init/init.py", line 25, in &lt;module&gt;<br />
DEBUG:&nbsp;&nbsp;&nbsp;&nbsp; sys.stdin.reconfigure(encoding="utf-8")<br />
DEBUG: AttributeError: 'file' object has no attribute 'reconfigure'<br />
NOTE: Script runtime exited with code: 1</code></div></div><br />
<br />
<span style="font-weight: bold;" class="mycode_b">FYI for miscellaneous</span>:<ul class="mycode_list"><li>You need to set file path of gosh, If you installed gauche(Scheme Interpreter)<br />
</li>
<li>HomeBrew prefix command tell you where install to files<br />
</li>
<li>How to get a text of the file path quickly? , Drag and Drop the file from finder to termnal window<br />
</li>
<li>Krita can create ppm image file.The Size is 32x32px,But too large size(256x256px)cause Wings3D's Freeze.<br />
</li>
<li>About Raw file format and test data :  <a href="http://paulbourke.net/dataformats/povraw/" target="_blank" rel="noopener" class="mycode_url">http://paulbourke.net/dataformats/povraw/</a><br />
</li>
<li>About off file and test data:  <a href="https://en.wikipedia.org/wiki/OFF_(file_format)" target="_blank" rel="noopener" class="mycode_url">https://en.wikipedia.org/wiki/OFF_(file_format)</a><br />
</li>
</ul>
<br />
<br />
::: Shapes tab ::<img src="https://www.wings3d.com/forum/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_22" />For primitive mode)<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">new_shape_pixel_art</span> : py , "Pixel Art Shape","Take an icon (.pgm) and turn it into rows and columns of cubes"<br />
</li>
</ul>
<br />
<br />
::: Commands tab ::<img src="https://www.wings3d.com/forum/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_22" />For Body mode)<br />
<span style="font-weight: bold;" class="mycode_b">simple_shape_effects</span><ul class="mycode_list"><li>Body mode :<span style="font-weight: bold;" class="mycode_b"> "Wavey Translate"</span>,scm,"A wave is translated into the points of the object, creating a wavey surface, most useful to apply to a multisegmented plane."<br />
</li>
<li>Body mode :<span style="font-weight: bold;" class="mycode_b"> "Distorted Scaling"</span>,scm, "The amount of scaling applied on each point depends on its location by sin(x), sin(y), sin(z), such that some points get scaled more than others, creating a distorted effect."<br />
</li>
</ul>
<br />
::: Importer/Exporter tab :::<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">raw_triangle_importer</span> : scm ,Raw Triangles (.raw) (POV</li>
<li>Ray RAW triangle format)	<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">object_geom_importer &amp; exporter</span> : scm, Object Geometry (.off)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">ms3d_importer &amp; exporter</span> : py ,  Milkshape3D (.ms3d) ,Milkshape3D Text (.txt)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">panda3d_exporter</span> : py, Panda3D Egg (.egg)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">irrlicht_exporter</span>: py ,  Irrlicht Mesh (.irrmesh)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">heightmap_export</span> : scm, Bitmap 16</li>
<li>bit Height Map (.pgm)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">godot_exporterer</span> : py , Godot Mesh Library (.tres)<br />
</li>
</ul>
  <br />
<br />
Summary of Wings3D Script Plugin setting on MacOS<br />
<img src="https://i.imgur.com/MVr2a0f.jpg" loading="lazy"  alt="[Image: MVr2a0f.jpg]" class="mycode_img" /><br />
<br />
Godot<br />
<img src="https://i.imgur.com/f8Axuku.jpg" loading="lazy"  alt="[Image: f8Axuku.jpg]" class="mycode_img" /><br />
<br />
Bitmap<br />
<img src="https://i.imgur.com/Mbixbzf.jpg" loading="lazy"  alt="[Image: Mbixbzf.jpg]" class="mycode_img" /><br />
<br />
Pixel(pgm)to 3d mesh<br />
<img src="https://i.imgur.com/dDxwPDe.png" loading="lazy"  alt="[Image: dDxwPDe.png]" class="mycode_img" /><br />
<br />
WaveyTranslate<br />
<img src="https://i.imgur.com/pLnk1Qm.png" loading="lazy"  alt="[Image: pLnk1Qm.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[I tried to <span style="font-weight: bold;" class="mycode_b">edb</span>'s wings3D script plugin enviroment get ready on MacOS.<br />
It successfuly,so I wanted share infomation.<br />
(It took me few hours to figure out all the information nessesary.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scripting with Scheme and Python by edb</span><br />
<a href="http://www.wings3d.com/forum/showthread.php?tid=3096&amp;pid=16842#pid16842" target="_blank" rel="noopener" class="mycode_url">http://www.wings3d.com/forum/showthread....2#pid16842</a><br />
<br />
<br />
<br />
How to the setting<br />
<ol type="1" class="mycode_list"><li>Install Wings3D script plugin  <a href="http://www.wings3d.com/forum/showthread.php?tid=3096&amp;pid=16842#pid16842" target="_blank" rel="noopener" class="mycode_url">http://www.wings3d.com/forum/showthread....2#pid16842</a><br />
</li>
<li>Download  wings script pack , and unzip  <a href="https://github.com/elblake/wings-scripts-pack" target="_blank" rel="noopener" class="mycode_url">https://github.com/elblake/wings-scripts-pack</a><br />
</li>
<li>Install Home Brew package manager and Command line tools(Xcode) <a href="https://brew.sh/" target="_blank" rel="noopener" class="mycode_url">https://brew.sh/</a><br />
</li>
<li>Install Interpreters (Gauche and Python3) by Home Brew<br />
</li>
<li>set each Path of the Interpreters<br />
</li>
<li>set each Path of wings script pack<br />
</li>
</ol>
<br />
I decided to used two Interpreters on MacOS<br />
	Python Interpreter : Python3<br />
	Scheme Interpreter : Gauche(gosh)<br />
<br />
In MacOS,It is easy install them by using HomeBrew pakage manager.<br />
Also nessesary install Command Line Tools for Xcode.<br />
<br />
<br />
<br />
If you not install Command Line Tools of Xcode yet <br />
<span style="font-weight: bold;" class="mycode_b">Run terminal.app</span>,and type a following for install them.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>sudo xcode-select --install<br />
brew install python3<br />
brew install gauche</code></div></div>Next if all install are success...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Run Wings3D</span> and open menu ...<br />
Edit &gt; Plug in-preferences &gt; <span style="font-weight: bold;" class="mycode_b">Script Preference</span><br />
<br />
Switch to <span style="font-weight: bold;" class="mycode_b">"Interpreters" Tab</span>,<br />
and <span style="font-weight: bold;" class="mycode_b">Fill settings for "Python Interpreter Path" and "Scheme Interpreter Path" </span><ul class="mycode_list"><li>/usr/local/Cellar/gauche/0.9.12_3/bin/gosh<br />
</li>
<li>/usr/local/Cellar/python@3.11/3.11.3/Frameworks/Python.framework/Versions/3.11/bin/python3.11<br />
</li>
</ul>
<br />
 Current Issue:<br />
 In currently it not support symbolic link.<br />
 So I should set full path.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>e.g.&nbsp;&nbsp;&nbsp;&nbsp;<br />
/usr/local/opt/python@3<br />
/usr/local/Cellar/python/3.6.4_4<br />
/usr/local/Cellar/gauche/0.9.12_3</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">FYI for trouble shooting:</span><br />
If interpreter file path <span style="font-weight: bold;" class="mycode_b">contains wrong space or wrong name</span>,or wings chash.<ul class="mycode_list"><li>wpc_scripting_shapes:command/3: bad return value: {error,interpreter_not_found}<br />
</li>
<li>"Unknow POSIX error" Dialog open when tried Heighmap,Panda3D and Godot exporter plugin<br />
</li>
</ul>
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>DEBUG: Traceback (most recent call last):<br />
DEBUG:&nbsp;&nbsp; File "/Users/*******/Library/Application Support/Wings3D/2.2.9/plugins/wpc_scripting_shapes_init/init.py", line 25, in &lt;module&gt;<br />
DEBUG:&nbsp;&nbsp;&nbsp;&nbsp; sys.stdin.reconfigure(encoding="utf-8")<br />
DEBUG: AttributeError: 'file' object has no attribute 'reconfigure'<br />
NOTE: Script runtime exited with code: 1</code></div></div><br />
<br />
<span style="font-weight: bold;" class="mycode_b">FYI for miscellaneous</span>:<ul class="mycode_list"><li>You need to set file path of gosh, If you installed gauche(Scheme Interpreter)<br />
</li>
<li>HomeBrew prefix command tell you where install to files<br />
</li>
<li>How to get a text of the file path quickly? , Drag and Drop the file from finder to termnal window<br />
</li>
<li>Krita can create ppm image file.The Size is 32x32px,But too large size(256x256px)cause Wings3D's Freeze.<br />
</li>
<li>About Raw file format and test data :  <a href="http://paulbourke.net/dataformats/povraw/" target="_blank" rel="noopener" class="mycode_url">http://paulbourke.net/dataformats/povraw/</a><br />
</li>
<li>About off file and test data:  <a href="https://en.wikipedia.org/wiki/OFF_(file_format)" target="_blank" rel="noopener" class="mycode_url">https://en.wikipedia.org/wiki/OFF_(file_format)</a><br />
</li>
</ul>
<br />
<br />
::: Shapes tab ::<img src="https://www.wings3d.com/forum/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_22" />For primitive mode)<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">new_shape_pixel_art</span> : py , "Pixel Art Shape","Take an icon (.pgm) and turn it into rows and columns of cubes"<br />
</li>
</ul>
<br />
<br />
::: Commands tab ::<img src="https://www.wings3d.com/forum/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_22" />For Body mode)<br />
<span style="font-weight: bold;" class="mycode_b">simple_shape_effects</span><ul class="mycode_list"><li>Body mode :<span style="font-weight: bold;" class="mycode_b"> "Wavey Translate"</span>,scm,"A wave is translated into the points of the object, creating a wavey surface, most useful to apply to a multisegmented plane."<br />
</li>
<li>Body mode :<span style="font-weight: bold;" class="mycode_b"> "Distorted Scaling"</span>,scm, "The amount of scaling applied on each point depends on its location by sin(x), sin(y), sin(z), such that some points get scaled more than others, creating a distorted effect."<br />
</li>
</ul>
<br />
::: Importer/Exporter tab :::<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">raw_triangle_importer</span> : scm ,Raw Triangles (.raw) (POV</li>
<li>Ray RAW triangle format)	<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">object_geom_importer &amp; exporter</span> : scm, Object Geometry (.off)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">ms3d_importer &amp; exporter</span> : py ,  Milkshape3D (.ms3d) ,Milkshape3D Text (.txt)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">panda3d_exporter</span> : py, Panda3D Egg (.egg)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">irrlicht_exporter</span>: py ,  Irrlicht Mesh (.irrmesh)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">heightmap_export</span> : scm, Bitmap 16</li>
<li>bit Height Map (.pgm)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">godot_exporterer</span> : py , Godot Mesh Library (.tres)<br />
</li>
</ul>
  <br />
<br />
Summary of Wings3D Script Plugin setting on MacOS<br />
<img src="https://i.imgur.com/MVr2a0f.jpg" loading="lazy"  alt="[Image: MVr2a0f.jpg]" class="mycode_img" /><br />
<br />
Godot<br />
<img src="https://i.imgur.com/f8Axuku.jpg" loading="lazy"  alt="[Image: f8Axuku.jpg]" class="mycode_img" /><br />
<br />
Bitmap<br />
<img src="https://i.imgur.com/Mbixbzf.jpg" loading="lazy"  alt="[Image: Mbixbzf.jpg]" class="mycode_img" /><br />
<br />
Pixel(pgm)to 3d mesh<br />
<img src="https://i.imgur.com/dDxwPDe.png" loading="lazy"  alt="[Image: dDxwPDe.png]" class="mycode_img" /><br />
<br />
WaveyTranslate<br />
<img src="https://i.imgur.com/pLnk1Qm.png" loading="lazy"  alt="[Image: pLnk1Qm.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making a drain grate]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3081</link>
			<pubDate>Thu, 03 Nov 2022 16:16:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3081</guid>
			<description><![CDATA[<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/CWRC51Vc6eE" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/CWRC51Vc6eE" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Welding objects that were already UV mapped]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3018</link>
			<pubDate>Fri, 04 Jun 2021 02:04:59 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3018</guid>
			<description><![CDATA[It may not be a usual procedure depending of your workflow, but weld/glue two meshes that already have UV information can mess up our work.<br />
<br />
Commands like the boolean ones, Weld and Bridge are some of those that can "destroy" your UV mesh.<br />
<br />
I'm going to show a possible solution to connect meshes without loose all the work we already have done.<br />
<br />
The goal here was to connect all the branches to the trunk. In this image we have at left the tree object with the branches only positioned on their placement. One by one I move them out a little bit to enable me to use <span style="font-weight: bold;" class="mycode_b">Bridge</span>. The result is in the right image:<br />
<br />
<a href="https://postimg.cc/877DrTgx" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/K8NYwYqc/Tree-before-after-bridge.png" loading="lazy"  alt="[Image: Tree-before-after-bridge.png]" class="mycode_img" /></a><br />
<br />
<br />
To preserve the UV information we are going to cut the UV meshes (islands) that are surrounding the edges to be connected:<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/1RnfXstM/Tree-branch-bridge-1.png" loading="lazy"  alt="[Image: Tree-branch-bridge-1.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/Df9mbH4h/Tree-branch-bridge-2.png" loading="lazy"  alt="[Image: Tree-branch-bridge-2.png]" class="mycode_img" /></a><br />
<br />
<br />
After that we create the "hole" on the trunk to connect the branch:<br />
<br />
<a href="https://postimg.cc/qzMp48bJ" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/gk3jys3Z/Tree-branch-bridge-3.png" loading="lazy"  alt="[Image: Tree-branch-bridge-3.png]" class="mycode_img" /></a><br />
<br />
Then, we start to work on the piece that is now connecting both trunk and branch:<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/k4Z3LrPg/Tree-branch-bridge-4.png" loading="lazy"  alt="[Image: Tree-branch-bridge-4.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/Kz4h9GVW/Tree-branch-bridge-5.png" loading="lazy"  alt="[Image: Tree-branch-bridge-5.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/FzL54Phg/Tree-branch-bridge-6.png" loading="lazy"  alt="[Image: Tree-branch-bridge-6.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/s2TR9QnS/Tree-branch-bridge-7.png" loading="lazy"  alt="[Image: Tree-branch-bridge-7.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/htbnv3T2/Tree-branch-bridge-8.png" loading="lazy"  alt="[Image: Tree-branch-bridge-8.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimg.cc/fVrp4dFr" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/JhrLkcQM/Tree-branch-bridge-9.png" loading="lazy"  alt="[Image: Tree-branch-bridge-9.png]" class="mycode_img" /></a><br />
<br />
<br />
And here is the final result:<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/DwKF2KJW/Tree-uvmapped.png" loading="lazy"  alt="[Image: Tree-uvmapped.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[It may not be a usual procedure depending of your workflow, but weld/glue two meshes that already have UV information can mess up our work.<br />
<br />
Commands like the boolean ones, Weld and Bridge are some of those that can "destroy" your UV mesh.<br />
<br />
I'm going to show a possible solution to connect meshes without loose all the work we already have done.<br />
<br />
The goal here was to connect all the branches to the trunk. In this image we have at left the tree object with the branches only positioned on their placement. One by one I move them out a little bit to enable me to use <span style="font-weight: bold;" class="mycode_b">Bridge</span>. The result is in the right image:<br />
<br />
<a href="https://postimg.cc/877DrTgx" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/K8NYwYqc/Tree-before-after-bridge.png" loading="lazy"  alt="[Image: Tree-before-after-bridge.png]" class="mycode_img" /></a><br />
<br />
<br />
To preserve the UV information we are going to cut the UV meshes (islands) that are surrounding the edges to be connected:<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/1RnfXstM/Tree-branch-bridge-1.png" loading="lazy"  alt="[Image: Tree-branch-bridge-1.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/Df9mbH4h/Tree-branch-bridge-2.png" loading="lazy"  alt="[Image: Tree-branch-bridge-2.png]" class="mycode_img" /></a><br />
<br />
<br />
After that we create the "hole" on the trunk to connect the branch:<br />
<br />
<a href="https://postimg.cc/qzMp48bJ" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/gk3jys3Z/Tree-branch-bridge-3.png" loading="lazy"  alt="[Image: Tree-branch-bridge-3.png]" class="mycode_img" /></a><br />
<br />
Then, we start to work on the piece that is now connecting both trunk and branch:<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/k4Z3LrPg/Tree-branch-bridge-4.png" loading="lazy"  alt="[Image: Tree-branch-bridge-4.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/Kz4h9GVW/Tree-branch-bridge-5.png" loading="lazy"  alt="[Image: Tree-branch-bridge-5.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/FzL54Phg/Tree-branch-bridge-6.png" loading="lazy"  alt="[Image: Tree-branch-bridge-6.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/s2TR9QnS/Tree-branch-bridge-7.png" loading="lazy"  alt="[Image: Tree-branch-bridge-7.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/htbnv3T2/Tree-branch-bridge-8.png" loading="lazy"  alt="[Image: Tree-branch-bridge-8.png]" class="mycode_img" /></a><br />
<br />
<br />
<a href="https://postimg.cc/fVrp4dFr" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/JhrLkcQM/Tree-branch-bridge-9.png" loading="lazy"  alt="[Image: Tree-branch-bridge-9.png]" class="mycode_img" /></a><br />
<br />
<br />
And here is the final result:<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/DwKF2KJW/Tree-uvmapped.png" loading="lazy"  alt="[Image: Tree-uvmapped.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Modeling Holes in a Cylinder tutorial]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=2987</link>
			<pubDate>Wed, 24 Feb 2021 14:32:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=6177">TeddyBear</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=2987</guid>
			<description><![CDATA[<a href="https://www.zupimages.net/up/21/08/52po.jpg"><img src="https://www.zupimages.net/up/21/08/52po.jpg" style="max-width:600px; max-height:600px;" title="Click to view image" /></a>]]></description>
			<content:encoded><![CDATA[<a href="https://www.zupimages.net/up/21/08/52po.jpg"><img src="https://www.zupimages.net/up/21/08/52po.jpg" style="max-width:600px; max-height:600px;" title="Click to view image" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dupin Cyclide - Torus]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=2781</link>
			<pubDate>Mon, 18 Feb 2019 22:18:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=2781</guid>
			<description><![CDATA[These short <span style="font-style: italic;" class="mycode_i">How To</span> was inspired by the video tutorial that <span style="font-weight: bold;" class="mycode_b">LuxXeon</span> posted at DeviantArt: <a href="https://www.deviantart.com/luxxeon/journal/Dupin-Cyclide-Tutorial-3dsmax-785955268" target="_blank" rel="noopener" class="mycode_url">Dupin Cyclide Tutorial - 3dsmax</a><br />
I produced the same variations he made from the basic <a href="https://en.wikipedia.org/wiki/Dupin_cyclide" target="_blank" rel="noopener" class="mycode_url">Dupin Cyclide</a> object.<br />
<br />
<a href="https://postimg.cc/tY9gQHck" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/X7CB5jcR/Dupin-cyclide-torus-options.png" loading="lazy"  alt="[Image: Dupin-cyclide-torus-options.png]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/Y2VmjGgN/Dupin-Option-1.gif" loading="lazy"  alt="[Image: Dupin-Option-1.gif]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/mk0cnJRp/Dupin-Option-2.gif" loading="lazy"  alt="[Image: Dupin-Option-2.gif]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/XY6GcRsp/Dupin-Option-3.gif" loading="lazy"  alt="[Image: Dupin-Option-3.gif]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[These short <span style="font-style: italic;" class="mycode_i">How To</span> was inspired by the video tutorial that <span style="font-weight: bold;" class="mycode_b">LuxXeon</span> posted at DeviantArt: <a href="https://www.deviantart.com/luxxeon/journal/Dupin-Cyclide-Tutorial-3dsmax-785955268" target="_blank" rel="noopener" class="mycode_url">Dupin Cyclide Tutorial - 3dsmax</a><br />
I produced the same variations he made from the basic <a href="https://en.wikipedia.org/wiki/Dupin_cyclide" target="_blank" rel="noopener" class="mycode_url">Dupin Cyclide</a> object.<br />
<br />
<a href="https://postimg.cc/tY9gQHck" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/X7CB5jcR/Dupin-cyclide-torus-options.png" loading="lazy"  alt="[Image: Dupin-cyclide-torus-options.png]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/Y2VmjGgN/Dupin-Option-1.gif" loading="lazy"  alt="[Image: Dupin-Option-1.gif]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/mk0cnJRp/Dupin-Option-2.gif" loading="lazy"  alt="[Image: Dupin-Option-2.gif]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/XY6GcRsp/Dupin-Option-3.gif" loading="lazy"  alt="[Image: Dupin-Option-3.gif]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Boolean command usage (2.2.1)]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=2736</link>
			<pubDate>Sun, 09 Dec 2018 07:07:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=17">tkbd</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=2736</guid>
			<description><![CDATA[I checked this new command on Wings3D v2.2.1.<br />
<img src="https://i.imgur.com/pGsPMaW.png" loading="lazy"  alt="[Image: pGsPMaW.png]" class="mycode_img" /><br />
<br />
Other interesting things about this command...<br />
If you union two objects whose normal is inverted, the parts touched by the objects are engraved as edges on each object.<img src="https://www.wings3d.com/forum/images/smilies/biggrin.png" alt="Biggrin" title="Biggrin" class="smilie smilie_21" /><br />
<br />
<br />
(Edit:2019-1-30)<br />
<span style="font-weight: bold;" class="mycode_b">Coplaner </span> is a failed case even with Boolean operation<span style="text-decoration: underline;" class="mycode_u"> in other 3D softwares too</span>. (See Overlapping Surface Area)<br />
<a href="http://docs.mcneel.com/rhino/5/help/en-us/information/troubleshoot_boolean_operations.htm" target="_blank" rel="noopener" class="mycode_url">Troubleshoot_boolean_operations (Rhinoceros3D Help)</a>]]></description>
			<content:encoded><![CDATA[I checked this new command on Wings3D v2.2.1.<br />
<img src="https://i.imgur.com/pGsPMaW.png" loading="lazy"  alt="[Image: pGsPMaW.png]" class="mycode_img" /><br />
<br />
Other interesting things about this command...<br />
If you union two objects whose normal is inverted, the parts touched by the objects are engraved as edges on each object.<img src="https://www.wings3d.com/forum/images/smilies/biggrin.png" alt="Biggrin" title="Biggrin" class="smilie smilie_21" /><br />
<br />
<br />
(Edit:2019-1-30)<br />
<span style="font-weight: bold;" class="mycode_b">Coplaner </span> is a failed case even with Boolean operation<span style="text-decoration: underline;" class="mycode_u"> in other 3D softwares too</span>. (See Overlapping Surface Area)<br />
<a href="http://docs.mcneel.com/rhino/5/help/en-us/information/troubleshoot_boolean_operations.htm" target="_blank" rel="noopener" class="mycode_url">Troubleshoot_boolean_operations (Rhinoceros3D Help)</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[About new Snapimge function in Wings3D v2.1.6]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=2641</link>
			<pubDate>Fri, 06 Apr 2018 09:38:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=17">tkbd</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=2641</guid>
			<description><![CDATA[In Wings3D v2.1.6, SnapImage UI become better than former version.<br />
<br />
For example,  easily switching to other images for snap.<br />
Also,during the Snap operation, you can lower the Opacity of the snapping source image and check the texture condition.<br />
<br />
See following image,There is illustrate the functions and workflow of Snap Image a following. <img src="https://www.wings3d.com/forum/images/smilies/biggrin.png" alt="Biggrin" title="Biggrin" class="smilie smilie_21" /><br />
<br />
<img src="https://i.imgur.com/uu2qggW.png" loading="lazy"  alt="[Image: uu2qggW.png]" class="mycode_img" /><br />
<br />
---------<br />
tkbd]]></description>
			<content:encoded><![CDATA[In Wings3D v2.1.6, SnapImage UI become better than former version.<br />
<br />
For example,  easily switching to other images for snap.<br />
Also,during the Snap operation, you can lower the Opacity of the snapping source image and check the texture condition.<br />
<br />
See following image,There is illustrate the functions and workflow of Snap Image a following. <img src="https://www.wings3d.com/forum/images/smilies/biggrin.png" alt="Biggrin" title="Biggrin" class="smilie smilie_21" /><br />
<br />
<img src="https://i.imgur.com/uu2qggW.png" loading="lazy"  alt="[Image: uu2qggW.png]" class="mycode_img" /><br />
<br />
---------<br />
tkbd]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[W3D export to Blender]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=2610</link>
			<pubDate>Sun, 14 Jan 2018 19:00:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=740">Hank</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=2610</guid>
			<description><![CDATA[Hello W3D Users,<br />
<br />
In reference to <a href="http://www.wings3d.com/forum/showthread.php?tid=2608&amp;pid=13487#pid13487" target="_blank" rel="noopener" class="mycode_url">Fortschritt T-174</a> project I'm preparing some Blender renders, therefore I'd like to share with my experience about moving the files.<br />
<br />
For this test I used:<br />
Export: W3D 2.1.5 / Import: Blender 2.78<br />
Object: Fortschritt T-174 with various steps: combined and separated objects, but always it has 3 UV maps (+tex) and exporting in .png format. (other options kept unchanged)<br />
<br />
Tested exports: 3D Max (.3ds), Wavefront (.obj), Collada (.dae), Lightwave (.lwo) and VRML (.wrl)<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Advise: Before exporting object, make sure that all textures were set internal</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">All object combined / Export</span><br />
3D Max (.3ds)  =&gt;  Object triangulated. All 3 UV Maps combined to one. No texture was imported<br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Imported object was separated to 3 different objects. (according to UV map split in W3D) Fortschritt's stand with single UV was mapped OK. But other two (created with many single objects) doesn't match original W3D UV -  Blender version looks like Normal or Projection camera UV. Textures were imported<br />
Wavefront (.obj) =&gt; Object imported and separated to 3 different objects (per UV map in W3D) Also imported hidden faces which makes problem for UV (need to be re-arrange). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">All object combined / Export selected</span><br />
3D Max (.3ds)  =&gt;  Selected object exported was triangulated. Texture and UV map match. <br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Object imported with texture but UV doesn't match (looks more like a Normal or Projection UV)<br />
Wavefront (.obj) =&gt; Object imported with texture. UV map match but also importing hidden faces<br />
<br />
<span style="font-weight: bold;" class="mycode_b">All objects separated / Export</span><br />
3D Max (.3ds)  =&gt;  Object triangulated. UV from W3D match to Blender. Textures imported<br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Object imported but only Fortschritts stands (created with no other objects) is OK. Other (combined) objects have no texture and no UV's<br />
Wavefront (.obj) =&gt; Object imported with texture and all UV match - unfortunatelly, includes also hidden faces from W3D<br />
<br />
<span style="font-weight: bold;" class="mycode_b">All object separated / Export selected</span><br />
3D Max (.3ds)  =&gt;  Object triangulated. UV from W3D match to Blender. Textures imported<br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Object and texture imported. UV doesn't match.<br />
Wavefront (.obj) =&gt; Object imported with texture and all UV match - unfortunatelly, includes also hidden faces from W3D<br />
<br />
Because I've been developing my skills in Blender recently, in near future will repeat the steps but opposite way: create object in Blender and export to W3D.<br />
Pls. wait for update.<br />
<br />
I'm familiar that my object might be 'specific' for this case and the result can be different for several other test. Anyhow, I hope the text can be helpful for other users.<br />
If anyone has experinece with similar topic, I think we can combine general information and help other user with export/import operation.<br />
Thanks in advance!<br />
<br />
BR, Hank]]></description>
			<content:encoded><![CDATA[Hello W3D Users,<br />
<br />
In reference to <a href="http://www.wings3d.com/forum/showthread.php?tid=2608&amp;pid=13487#pid13487" target="_blank" rel="noopener" class="mycode_url">Fortschritt T-174</a> project I'm preparing some Blender renders, therefore I'd like to share with my experience about moving the files.<br />
<br />
For this test I used:<br />
Export: W3D 2.1.5 / Import: Blender 2.78<br />
Object: Fortschritt T-174 with various steps: combined and separated objects, but always it has 3 UV maps (+tex) and exporting in .png format. (other options kept unchanged)<br />
<br />
Tested exports: 3D Max (.3ds), Wavefront (.obj), Collada (.dae), Lightwave (.lwo) and VRML (.wrl)<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Advise: Before exporting object, make sure that all textures were set internal</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">All object combined / Export</span><br />
3D Max (.3ds)  =&gt;  Object triangulated. All 3 UV Maps combined to one. No texture was imported<br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Imported object was separated to 3 different objects. (according to UV map split in W3D) Fortschritt's stand with single UV was mapped OK. But other two (created with many single objects) doesn't match original W3D UV -  Blender version looks like Normal or Projection camera UV. Textures were imported<br />
Wavefront (.obj) =&gt; Object imported and separated to 3 different objects (per UV map in W3D) Also imported hidden faces which makes problem for UV (need to be re-arrange). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">All object combined / Export selected</span><br />
3D Max (.3ds)  =&gt;  Selected object exported was triangulated. Texture and UV map match. <br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Object imported with texture but UV doesn't match (looks more like a Normal or Projection UV)<br />
Wavefront (.obj) =&gt; Object imported with texture. UV map match but also importing hidden faces<br />
<br />
<span style="font-weight: bold;" class="mycode_b">All objects separated / Export</span><br />
3D Max (.3ds)  =&gt;  Object triangulated. UV from W3D match to Blender. Textures imported<br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Object imported but only Fortschritts stands (created with no other objects) is OK. Other (combined) objects have no texture and no UV's<br />
Wavefront (.obj) =&gt; Object imported with texture and all UV match - unfortunatelly, includes also hidden faces from W3D<br />
<br />
<span style="font-weight: bold;" class="mycode_b">All object separated / Export selected</span><br />
3D Max (.3ds)  =&gt;  Object triangulated. UV from W3D match to Blender. Textures imported<br />
Collada (.dae) =&gt; Blender occured error. Can't import Collada file. Error details in console<br />
Lightwave(.lwo) =&gt; Can't export. Error log. More details in attached .txt file<br />
VRML (.wrl) =&gt; Object and texture imported. UV doesn't match.<br />
Wavefront (.obj) =&gt; Object imported with texture and all UV match - unfortunatelly, includes also hidden faces from W3D<br />
<br />
Because I've been developing my skills in Blender recently, in near future will repeat the steps but opposite way: create object in Blender and export to W3D.<br />
Pls. wait for update.<br />
<br />
I'm familiar that my object might be 'specific' for this case and the result can be different for several other test. Anyhow, I hope the text can be helpful for other users.<br />
If anyone has experinece with similar topic, I think we can combine general information and help other user with export/import operation.<br />
Thanks in advance!<br />
<br />
BR, Hank]]></content:encoded>
		</item>
	</channel>
</rss>