[Interest] Solidworks and QML
mike.krus at kdab.com
Fri Mar 29 18:46:17 CET 2019
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.
> 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.
>> 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,
>>> 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.
>>> Interest mailing list
>>> Interest at qt-project.org
>> 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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