[Interest] Solidworks and QML

Mike Krus mike.krus at kdab.com
Fri Mar 29 18:46:17 CET 2019


Hi

that should be fine. With Kuesa, you should be able to access parts by name, get their transform component, and apply all the changes you want from qml.

Mike

> On 29 Mar 2019, at 17:15, Colin Worth <jlk2144 at gmail.com> wrote:
> 
> Hi Mike,
> 
>   Thanks for the help. Will look into those two options. I need the six animation inputs (a-f) to be freely controllable by the user, for example: translate subpart 1 by amount a and rotate by amount b, rotate subpart 2 by c, etc... More like a video game, less like a presentation.
> 
> Cheers,
> Colin
> 
>> On Mar 29, 2019, at 12:47 PM, Mike Krus <mike.krus at kdab.com> wrote:
>> 
>> Hi Colin
>> 
>> disclaimer: I’m not a SolidWorks user. But it looks like the latest version can export glTF 2 files?
>> 
>> You could then use Kuesa https://github.com/KDAB/kuesa to load the file in Qt 3D and use simple
>> qml bindings to access the parts of the file. Assuming the exporter from SolidWorks correctly 
>> exports animations, these can be triggered also.
>> 
>> If animations need to be created in Blender, then the gltfExporter will definitely export them 
>> properly, along with cameras, materials, etc.
>> 
>> It’s usually much easier to create nice looking animations using interactive tools rather than
>> hard coding them in QML.
>> 
>> Kuesa makes is it really easy to import rich scenes authored in Blender, 3DS Max or other
>> tools that support glTF 2.
>> 
>> Hope this helps,
>> Mike
>> 
>>> On 29 Mar 2019, at 15:45, Colin Worth <jlk2144 at gmail.com> wrote:
>>> 
>>> Looking for help from someone who’s worked with 3D meshes in Qt qml. I am trying to move a 3D object created in solid works into a Qt qml app. The object has six motion-inputs, ie numbers, for six transforms that animate the object’s sub-parts. Right now I'm importing a Solidworks VRML file into into Blender, and using a Blender Qml plugin to generate qml files for each sub-part. This works, but it takes a lot of work to define the animations. You have to identify all the relevant coordinates and directions for each sub-part by clicking around in Blender, then use algebra to figure out each transformation matrix.
>>> 
>>> Wondering if there is a better way to approach it.
>>> 
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>> 
>>>> Mike Krus | mike.krus at kdab.com | Senior Software Engineer
>> KDAB (UK) Ltd., a KDAB Group company
>> Tel: UK Office +44 1625 809908   Mobile +44 7833 491941
>> KDAB - The Qt Experts, C++, OpenGL Experts
>> 

—
Mike Krus | mike.krus at kdab.com | Senior Software Engineer
KDAB (UK) Ltd., a KDAB Group company
Tel: UK Office +44 1625 809908   Mobile +44 7833 491941
KDAB - The Qt Experts, C++, OpenGL Experts



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