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Posted
Great finds, SpiderSpaceman!

That the lightning bolt was so badly modeled was new too me. Lego defintly got to fix this, specially since parts in LDD are supposed to be based on the actual mold designs (an example of this is that the big suitcase is modeled wide open in LDD, just like in the mold). Something must have gone wrong when they did the bolt, or it was based on an early mold version.

Regarding that minifig skiis don't fit, it's actually because the feet are too looooong. :tongue: The problem has been reported to TLG. Note that the problem is only on the tall legs, the short legs fit fine.

And on opacity, I agree completely. They should be much fuller in color. This has been reported to Lego, and hopefully they can fix this for LDD 4.0.

The reason that the legs don't fit is that their toes are too long. You can't put the legs in a horse saddle, skis, or even in between 2 tiles (like this --__-- (in pretend the underscores are one stud length and the dashes are one plate level higher than the underscores :tongue: ))

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Posted
The reason that the legs don't fit is that their toes are too long. You can't put the legs in a horse saddle, skis, or even in between 2 tiles (like this --__-- (in pretend the underscores are one stud length and the dashes are one plate level higher than the underscores :tongue: ))

The weird thing about that is that the legs are actually slightly smaller than other 1x2s in real life. :tongue:

Posted

Here's a flaw that's driving me absolutely insane right now. this piece and this piece are impossible to line up. Whichever you place second is always a smidgeon too far to the right or a smidgeon too far to the left. I tried attaching them underneath using parts with studs (two 1x2 plates atop opposite sides of a 2x3 plate). No luck. The clip pieces will still be too far to the left or right, even though LDD says that they're properly attached to the studded pieces underneath them. It's driving me crazy.

Posted
I found another bug today, when exporting into ldr format and opening in MLCad using the ldraw parts it works great however the part 50746 (http://www.bricklink.com/catalogItemPic.asp?P=50746) is turned 180 degrees. Im trying to use this method to import into lightwave for some renders :cry_happy:

The export/import support for MLCad in LDD has not been updated by Lego for some time. There is a guy called Mike Gallagher that from time to time updates the lookup-XML file that converts LDD to MLCad format (ldraw.xml), but there are still some errors, and I don't know if he's still updating the file after the 3.1.3. Anyway, the link to his homepage is in the LDD Inxed Thread.

@Aanchir - I agree that it's a bit annoying that the pieces don't align 100%, specially since everthing else is so digitally precise. But my question is: have noticed if this minute shift has led to problems down the line? And also, there is actually one way to align them 100% by editing the lxf-file in notepad. But I guess that's a bit over the top. Besides, as soon as you move either brick, it's back to start again. Anyway, here is the editing result:

Align.jpg

Posted

I did find a fix for it cheers :) As for the xml file i just figured out how to use it, just gotta get some more parts :thumbup:

Posted
I did find a fix for it cheers :) As for the xml file i just figured out how to use it, just gotta get some more parts :thumbup:

If you do work out problems and fixes with the xml-file, please post your experiences since I'm struggling a bit with it.

Posted (edited)
@Aanchir - I agree that it's a bit annoying that the pieces don't align 100%, specially since everthing else is so digitally precise. But my question is: have noticed if this minute shift has led to problems down the line? And also, there is actually one way to align them 100% by editing the lxf-file in notepad. But I guess that's a bit over the top. Besides, as soon as you move either brick, it's back to start again. Anyway, here is the editing result:

Your suggestion should be helpful, although that's a lot of work to go through given how useful those parts are and how often I'll probably end up using them! And yes, the misalignment has caused problems, since you can't use those clips to vertically or diagonally close a two-wide gap.

EDIT: Here's another piece that renders incorrectly: this piece. An axle cannot be inserted a full module into the end that sticks out, so you're left with an excess length of axle on the other end. This prevents a number of otherwise possible builds.

Edited by Aanchir
Posted
Guys, I think I derailed this topic with the connectivity bug reports. Maybe we need a new topic for that so this one can get back on track?

Excellent suggestion. I got carried away too :classic:

Posted

someone mentioned my wishlist adds, but they say the squeaky wheel gets the grease...

Importing decals/skins, custom or otherwise.

Movable flex pieces like hoses, nets and chains. This would also allow the use of sails and capes, I guess.

I forget what someone called it, but the ability to have neighboring bricks adjust to help seat your current brick. This would have really come in handy when I built some technics tracks.

It would be nice if they added artificial gravity and to have pieces that rotate without friction, like say track treads, to align in a natural way when you hit the gravity button... or something.

I think this exists, but it's very buggy and difficult, as i got it to work sporadically on the excavator bucket, but to have it when you move a joint connected to another joint, they all move to accommodate you. this is especially frustrating when trying to re adjust minifigs.

And speaking of the bucket, it would be nice when you placed mindstorm cords, pistons, gears and such, that once placed, the cord ends find a logical placement and materialize (this would help people who build things like this, then come to find out they placed something too far apart for the cord), the gears turn and the pistons be adjustable.

An option to toggle on or off the ability to see every brick instead of a smoothed out surface.

Darker transparent pieces.

Antialiasing for screenshots. Adjustable resolution for screenshots, or just overall better export support.

Adjustable lighting in the screenshot viewer.

Numeric rotation (and fractional to the thousanth decimal). and for universal ball joints, snap rotation for each axis. (which could be color coded, for children *and adults* to better comprehend)

there's probably more, but that's all I can think of now.

((Also, if you're reporting problems, the castle guard helm (the original style from the original yellow castle, which I had as a kid and it was awesome.) doesn't fit on a minifig head. The hermione wig fits on a head, but not when it's on a torso...))

Posted

Multi CPU support would be great too when moving very large quantitys of bricks. I have an i7, but the LDD simply hoghs one of the cores, ignoring other 3.

Posted

I know a lot of people like to make up their own greeble, but I'd like a feature that either has some in a cache that you can pick templates from and then modify, or I would alternately like a random greeble generator that I can use as is or modify once it's generated. A film director and choreographer named Busby Berkeley once said, when asked what to do with a group of dancers, "just have them do something, anything. That way we have something to change."

I can modify the stuff to suit me, but I have a hard time futzing around with it in the first place, trying to get something workable. It doesn't even have to be super fantastic, because then I have something to change. My thinking would be that you designate an area on the build, hit "generate greeble" and it does.

maybe specify a type. say... space... or steampunk... or city sewer...

Anyway, I know there will be a group of you who think it's a horrible idea... but it's still something I want.

Posted
I know a lot of people like to make up their own greeble, but I'd like a feature that either has some in a cache that you can pick templates from and then modify, or I would alternately like a random greeble generator.

This is actually an interesting idea. It's a matter of programmatically creating random patterns of bricks on a surface. Previously there has been ideas about programmatically generating mosaics in LDD from a picture, or generate a sphere of other geometrical shapes. Or generating mountain/landscape structures using fractal theory.

Anyway, I don't think TLG will make such a feature (it's a bit too far out :classic:), but it is certainly a cool idea for a fan to do as a private project.

Posted (edited)

I don't think it's as far out as you think, special effects companies have programs that do this for their design models... and they probably have to be more complex than "arrange these bricks this way as long as they fit"

Edited by Randal
Posted

before i came across this site and lego universe mode, i would have suggested they put in every piece made within the last 20-25 years to every piece ever made.

i would like to see flexible parts and string

and i would also like to see a way to have wheels and axles flatten to the ground, kinda like a dragster effect(small wheels up front, large in the rear, the vehicle slanted downwards)without the hinge tool

and, the ability to place objects on smooth surfaces(vehicles on roadplates included with lego universe mode)

Posted

I would like the technic wings to have better collision detection. It is sloppy and you can't place them in certain legal proximities. By legal, I mean they're on official sets in some of the new space police sets, but I have to modify the sets to allow the wing's placement. Actually, as someone mentioned before, I'd like the ability to manipulate or turn off collision detection.

and to reitterate, make flexible pieces flexible. I want chains that hang and hoses that flex. This would also allow sails that could be placed on ships.

Posted
I would like the technic wings to have better collision detection. It is sloppy and you can't place them in certain legal proximities. By legal, I mean they're on official sets in some of the new space police sets, but I have to modify the sets to allow the wing's placement. Actually, as someone mentioned before, I'd like the ability to manipulate or turn off collision detection.

If there are collision detection errors like you mention, than they are bugs and should defintly be fixed. Can you take some screenshots and add some explanining text? Then the problem can be reported to Lego, and hopefully they fix it. Please post it all in this thread: http://www.eurobricks.com/forum/index.php?showtopic=40785 :classic:

Posted

Many of the bugs i've encountered have already been mentioned. My two biggest gripes are part connectivity and rotation. First, all parts that can go together should, and at the proper variance. Rotationwise, a grouping tool, where perhaps you can lump a group of connected parts and perhaps label them and apply rotation to the group instead of seeking out a hidden rotation joint.

Someone also mentioned a sort of "adjustment" allowing parts that are a fraction of a millimeter apart to adjust and connect properly to allow the model to function.

A "Function" function for models with tandem moving parts or parts in a system to operate and move complimentary to one another would also be great. However, I feel this is probably a bit too complex for the intended scope of the program.

How about an advanced designer program that features a better interface, more technicality and functionality. Ambassadors? The question is certainly worth posing, as it seems there are quite a number of adults using the program, or giving up on LDD to use other LEGO based digital programs (LDraw, for instance) due to the expanded capabilities.

Posted
Many of the bugs i've encountered have already been mentioned. My two biggest gripes are part connectivity and rotation. First, all parts that can go together should, and at the proper variance. Rotationwise, a grouping tool, where perhaps you can lump a group of connected parts and perhaps label them and apply rotation to the group instead of seeking out a hidden rotation joint.

Someone also mentioned a sort of "adjustment" allowing parts that are a fraction of a millimeter apart to adjust and connect properly to allow the model to function.

A "Function" function for models with tandem moving parts or parts in a system to operate and move complimentary to one another would also be great. However, I feel this is probably a bit too complex for the intended scope of the program.

How about an advanced designer program that features a better interface, more technicality and functionality. Ambassadors? The question is certainly worth posing, as it seems there are quite a number of adults using the program, or giving up on LDD to use other LEGO based digital programs (LDraw, for instance) due to the expanded capabilities.

Hi

Good with more input.

Regarding "all parts that can go together should". Please note that LDD will not support "illegal" connections, for example to place a plate vertically between two studs (a technique that was used in Lego se sets many years ago, but is not allowed today).

Regarding an advanced program, I know the proposal has been made to the LDD team, and it is under concideration, including "expanded" capabilities. We'll see what happens.

Posted (edited)
Please note that LDD will not support "illegal" connections, for example to place a plate vertically between two studs (a technique that was used in Lego se sets many years ago, but is not allowed today).

Look at Horses' hears in my Yellow Castle! It is not easy, but it is possible!

I think it could be related to an LDD issue I spoke time ago: often bricks are difficult to connect if relative position is not perfectly aligned. when a fraction of millimetre avoid two compatible bricks to connect when if aligned connection is easy and immediate.

What is considered "illegal"?

I think that every possible connection should be available, is there a reason why those "illegal connection" will be not supported?

EDIT: I noted that horses' hears in my Yellow castle results unconnected, if I use Connected Selection Tool.

So this type of connection seems to be unsupported.

Edited by Calabar
Posted (edited)
Hi

Good with more input.

Regarding "all parts that can go together should". Please note that LDD will not support "illegal" connections, for example to place a plate vertically between two studs (a technique that was used in Lego se sets many years ago, but is not allowed today).

Regarding an advanced program, I know the proposal has been made to the LDD team, and it is under concideration, including "expanded" capabilities. We'll see what happens.

it wasn't an illegal connection. I was using LDD to build sets 5973 & 5974 and in both sets, the part where the top edge of the front ferring is supposed to tuck under a brick (in each case, a brick that meets the bottom edge of the canopy), the wing/cowling/ferring pieces collision detection extends past the brick and into the space occupied by the overlaying brick.

collision%20detection%20bug.png

Um, to keep this on topic, I don't understand why LDD has the technic projectile, but not the launcher. I had to make a modification so I could finish the other vehicle in the set pictured above. I would also love it if the skin modifier that allows you to change shirts, control panels and face paint also let you add official lego decals to the bricks they are meant for, like the ones seen on the ships in the picture I posted.

Edited by Randal
Posted
it wasn't an illegal connection..

That's not the connection I meant. I was meaning to put a place vertically between two studs (i.e. standing up and pushed down between two studs).

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