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Posted

Tire part# 42611 will not attach to wheel hub part# 42610

Also, I have a suggestion: Add a grouping option to the hinge tool. I'm building a complex model using a variety of hinge parts, ranging from ball and socket, technic pins, and hinge plates. I tried to post a pic, and despite trying to resize in MSPaint, it still comes up too large, so I gave up. However, none of my hinges in the model move while attached to the model proper. I have to remove the joint or hinge plate, move it separately, and place it back into the model. It's beyond frustrating...it sucks the joy out of using the program. However, if there was a grouping option, whereby an assembly could be assigned to a particular hinge point, perhaps it would be more efficient. As it is now, I have to copy my model in various configurations in order to adjust part fit and such.

Too, I think the LDD guys may have overdone it when tightening up the allowances, as I have little to no success moving hinged elements within a tight confine where the hinge would have complete freedom of movement in a real model. If it can be done with real bricks, then surely a digital model should be just as functional, if not even a little more forgiving.

To close my post on a positive note, and to temper my Extreme frustration, I have to say the program is much improved in its aesthetics...the shading is absolutely wonderful, esp when comparing a previous LDD3 model with one done in LDD4. Very pretty, but, IMHO, much more limiting than its predecessor.

Posted (edited)

Ok, so trying this again with pic...

post-379-129131906946.png

I can't get the technic beam with socket on either end to swivel in any direction, despite the fact that it is completely unobscured and should move forward and back easily and rotate. It does neither. It doesn't move at all. I also have a small structure at the forward end of the model made of hinge plates attched to the model by 1x1 tiles with clips. The assembly should rotate in the clips, but it doesn't move, even if I remove one of the hinge plates thus reducing it to a single point of rotation. I have to remove the entire assembly from the model, remove a clip and plate, affect rotation on the isolated parts, and then grab the rest of the assembly and attach it to the singled out parts to place the entire assembly in a desired configuration. It is needlessly time consuming, inefficient, and just plain frustrating.

Funny that the wheel and tire work for you. I even imported another model in which they do work (built in LDD3), copied the tire, and it did not work with the hub in LDD4. Update: I got it to work. The program evidently had a problem with the current hub I was using; so I deleted it, respawned a new one, and voila, it worked with the tire.

Edited by M'Kyuun
Posted (edited)

Ignore this. I was mistaken.

Bug: The monkey (74999 MONKEY), which is only found in LU mode, has hands and feet like a minifig, but you can't place any accessories in them. They also won't attach to other bricks like a pole, etc.

I'm not sure if other parts like the monkey have this problem. I can't think of other non-minifigs with hand parts like that.

Edited by Zeya
Posted

Bug: The monkey (74999 MONKEY), which is only found in LU mode, has hands and feet like a minifig, but you can't place any accessories in them. They also won't attach to other bricks like a pole, etc.

I'm not sure if other parts like the monkey have this problem. I can't think of other non-minifigs with hand parts like that.

Which accessories can't attch to the hand or feet? I don't see the problem.

Speaking of the monkey. I notice the curved tail does not have a connectivity. Does anyone know if the tail is supposed to grip a 3.2 mm bar (has it been used in an set)?

Posted

Which accessories can't attch to the hand or feet? I don't see the problem.

Speaking of the monkey. I notice the curved tail does not have a connectivity. Does anyone know if the tail is supposed to grip a 3.2 mm bar (has it been used in an set)?

I couldn't get a pirate sword in his hand, or a random goblet I tried. I assumed at that point that nothing else would fit in his hand either.

Posted

I couldn't get a pirate sword in his hand, or a random goblet I tried. I assumed at that point that nothing else would fit in his hand either.

I have no problem at all. Everything seems to fit into the monkey's hands.

Not at first when you place the monkey at your screen.

The hands are tilted approx 45°, so nothing seems to fit.

When you rotate a arm for a couple degrees, it will fit. Try to level the hand horizontal or vertical.

There is no set in which the monkey's tail is clipped, as for as I know.

It hangs into palmtrees, but not fixed.

Posted

I have no problem at all. Everything seems to fit into the monkey's hands.

Not at first when you place the monkey at your screen.

The hands are tilted approx 45°, so nothing seems to fit.

When you rotate a arm for a couple degrees, it will fit. Try to level the hand horizontal or vertical.

I stand corrected. Everything is fine here. I just didn't have things rotated properly.

Posted

Can't insert 3069 tile 2x1 in 30148 Camera.

I even try to insert the piece manually (i.e. without connection) but it is impossible: it seems the hole is too small to contain the tile.

Posted

Can't insert 3069 tile 2x1 in 30148 Camera.

I even try to insert the piece manually (i.e. without connection) but it is impossible: it seems the hole is too small to contain the tile.

Good point. I don't think the LDD guys can add that kind of connectivity per se, but you are right, at least they could make the hole big enugh to manually put in.

Speaking about the camera. With physcial bricks are you supposed to be able to insert a 3.2 mm bar into the lens to push a tile out?

Posted

Speaking about the camera. With physcial bricks are you supposed to be able to insert a 3.2 mm bar into the lens to push a tile out?

In real bricks, the tile don't insert completely in the camera, so you can extract it without any other "trick".

Anyway, you can insert a standard antenna 4h or a similar strick in the frontal part of the camera.

Posted

In real bricks, the tile don't insert completely in the camera, so you can extract it without any other "trick".

Anyway, you can insert a standard antenna 4h or a similar strick in the frontal part of the camera.

Thanks for checking. I was also thinking a little bit if you insert a 1x1 tile. But the a 3.2 mm bar will not connect in the hole I suppose then, but slide through it.

Posted

Is it possible to tell which parts were removed automatically? I have a recent project with hundreds of pieces, and used to get the warning message that just one was placed "incorrectly". To this day I have no idea what it was.

Posted (edited)

Is it possible to tell which parts were removed automatically? I have a recent project with hundreds of pieces, and used to get the warning message that just one was placed "incorrectly". To this day I have no idea what it was.

Yes, there is a way. Are you on a PC? I'm on Windows XP, and here's how the process works for that OS:

>My Computer

>Local Disk (C:)

>Documents and Settings

>(my username)

>Application Data (this one will be hidden, but if you have LEGO Universe mode then you've already set the computer for hidden folders to show up)

>LEGO Company

Inside the LEGO Company folder, there should be an LXFML file titled "UnplaceableBricksDump". This can be opened in LDD, and is a copy of the last file that you opened which brought up the error message. Some of the bricks will still be removed, but here's why this file is so useful: The bricks are color-coded.

Most of the bricks will be in 24 Bright Yellow-- but whatever brick was colliding with the piece that got removed will be in 21 Bright Red. This way, you can pretty easily identify which brick it was that caused the trouble-- it's either the part that is in red, or the part that's supposed to be attached to it that has been removed. UnplaceableBricksDump.lxfml updates every time parts have to be removed from a model, so it's best to go to it as soon as you encounter an error message to find where your error was.

Hope this helps!

Edited by Aanchir
Posted

To this day I have no idea what it was.

Hope you don't mind me saying so, but that is actually kind of funny. That would be a great feature in LDD - to randomly remove pieces and if you dont' notice them, you probably don't need them :laugh:

On the problem, I can come to think of two different methods:

1) Do a file compare between the old file, and the new that has a piece missing. This can be done for example by using the free WinDiff (from Microsoft). To do this, first unzip the LXFML files from the LXF-files. Then run Windiff and chose File Compare. The differences will be highlighted.

2) Import the files into LDD Manager. Then export both part lists to Excel (there is button to do that in LDD Manager) and then compare the list of parts by pasting them next to each other.

EDIT: saw that Aanchir also tipped about the DumpedBricks file. It's a good solution to, but it can be problematic, because sometimes I think the brick that is removed is actually not kept in DumpedBricks file.

Posted

EDIT: saw that Aanchir also tipped about the DumpedBricks file. It's a good solution to, but it can be problematic, because sometimes I think the brick that is removed is actually not kept in DumpedBricks file.

But you see, that's the beauty of it. The brick that gets removed obviously doesn't stick around. But the brick that caused it to be removed is highlighted in red. You know that whatever brick was removed, it's either touching or actually connected to one of the bricks highlighted in red.

When building a set, a quick review of the instructions can probably show you what piece got removed-- just go to whatever part of the instructions had parts being placed on or next to the red brick. With MOCs it's more difficult, but the rest of the model should help give some context that helps clear it up.

Posted

But you see, that's the beauty of it. The brick that gets removed obviously doesn't stick around. But the brick that caused it to be removed is highlighted in red. You know that whatever brick was removed, it's either touching or actually connected to one of the bricks highlighted in red.

And voila, that's how easy it was. Thanks for explaning :classic:

Posted

When you put 4095 standard in to 4460 roof tile the stud dissapears as if it were a brick or plate.

The same happens with the element 42446 (minifig back plate with knob) when you put some other elements on the knob:

- tile 1x1 element 3070, but not with any other tile or plate 1x1

- standard 4095 but only with non transparent colors !? Some errors seems to be color-transparent related.

Boundry error with element 52107 brick 1x2 with 4 studs on side

You can insert bars 4095, 63965, ... into the 52107 brick but not through it.

Is is as if the brick is solid inside, although you can see trough the holes.

Posted

Element 3834 Mini battle axe does not connect with

- 3794 plate 1x2 with one knob

- 42446 mini fig back plate.

- 45917 skate board

- 87580 plate 2x2 with 1 knob

- 4589 cone 1x1 only at the top, not deeper or through

There are no problems with other elements as 4070 brick 1x1 headlight, 4733 bricks 1x1 with 4 studs on side

Posted

I don't know if it's supposed to look like that, but it seems that the New Mandalorian helmet sits too high on the head.

I assume we're talking about 61189? Can you post a pic?

Posted

I can see the top of the flesh head through that hole, and I'm pretty sure the helmet sits too high. Let me check...

Judging from this pic:

bobafett.jpg

It looks like the front half extends just to the point where the neck portion of the head and the rest of the head meet, whereas in the screenshot you posted, it appears to come down only to the beginning of the curve. To me, it looks like it's off by a little tiny bit, but I can't be sure.

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