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Show HN: Cross-platform open-source 3D modeling software

dust3d.org

21–30 of 87 posts

Re: Show HN: Cross-platform open-source 3D modeling software

#21
post #7

Does this use the same coordinate space[1] as Maya , or does it use the same coordinate space as Blender ? Blender has no end of hidden trouble importing to Unity because Unity chose to be the same as Maya [1] https://blender.stackexchange.com/questions/471/is-it-possib...

OT: First time ever seeing a post of mine `randomly` linked here on HN. :)

Re: Show HN: Cross-platform open-source 3D modeling software

#22

Very cool! Did you come up with the interaction patterns yourself or is it inspired by something else? I can also imagine using this for quickly prototyping 3D prints. Have you considered STL export?

What interaction patterns? You mean the weird combine two profiles in one window :-) ? That is my idea. The sphere guided mesh generation is based on a paper: "B-Mesh: A Fast Modeling System for Base Meshes of 3D Articulated Shapes"

Edit: I am not familiar with STL format, may have a look at it, thanks.

Re: Show HN: Cross-platform open-source 3D modeling software

#24

I downloaded the beta for windows, clicked around a bit and it crashed. I noticed there doesn't seem to be any crash reporter. Is there somewhere I can report this bug?

Hi, some reported several hours ago, and I have released 1.0.0-beta.4 to fix it, could you help to verify if it still crash please? Download link for windows: https://github.com/huxingyi/dust3d/releases/download/1.0.0-b...

Re: Show HN: Cross-platform open-source 3D modeling software

#26
post #14
post #7

Does this use the same coordinate space[1] as Maya , or does it use the same coordinate space as Blender ? Blender has no end of hidden trouble importing to Unity because Unity chose to be the same as Maya [1] https://blender.stackexchange.com/questions/471/is-it-possib...

TIL. The fact that gaming and Maya use one (Y-up) and that CAD and Blender use another (Z-up) brings the classic xkcd to mind. https://xkcd.com/927/

I think that XKCD only really applies in systems where there is an infinite number of possible ways to do something. While there are a lot of ways you can configure a coordinate system the number of reasonable / non-intentionally obtuse ways is finite.

Re: Show HN: Cross-platform open-source 3D modeling software

#28
post #27

Curious to see how this performs against fusion 360. Autocorrect has gotten real aggressive on pricing and licenses of late. Also fusion forces you to save to autocad’s cloud and they inspect your designs for hints you’re using it for non hobby stuff.

> Autocorrect has gotten real aggressive

This sentence is meta on many levels!

(He probably meant "Autodesk" but autocorrect kicked in rather aggressively, as he anticipated).

Re: Show HN: Cross-platform open-source 3D modeling software

#29

Earlier quoted context omitted.

The fact that there are only 2 makes me think that it doesn't apply though. I just hope nobody trise to go make a third.

There are also left-handed and right-handed coordinate systems...

This is correct. Most CG and 3d software (Max, Maya, Blender, CAD) uses a right handed coordinate system, which matches the convention in physics, however they vary in their choice of Y up or Z up. Video games almost always use a left-handed coordinate system with Y up. This is because DirectX and OpenGL chose to represent pixels on-screen with (X,Y) coordinates with the Z coordinate increasing as rays extend from the eye outward.

Re: Show HN: Cross-platform open-source 3D modeling software

#30
This is really, really cool. In 5 minutes I was able to create a quick little palm tree (I am not an artist, it is very ugly :)) and throw it into a room in Hubs since Dust3D exports GLB. These kind of low poly, texture-oriented models are really excellent for VR since you have limited budgets. Nice work!
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