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Banate CAD - version first

by WilliamAAdams, published

Banate CAD - version first by WilliamAAdams Nov 20, 2011

Description

I uploaded my first design to Thingiverse on November 20th 2010. That first thing was a part from my "Klikko" play set: http://www.thingiverse.com/thing:4828

Since then, I've produced roughly 130 'things', many of which were iterations on core design explorations.

It's been fun. I've learned a lot about OpenScad, 3D modeling in general, and fallen in love with rapid prototyping and manufacturing.

I've taken all that I've learned to date, and created a new CAD program called Banate CAD. You can read about it here: http://williamaadams.wordpress.com/hum-banate/

As was once said about my Bezier work, I think I've 'rooted' CAD. It's wide open, easily extensible, can create anything you can describe with algorithms. It's almost as good as sliced bread.

It's seriously just a work in progress, although you can use it to do lots of pretty visualizations.

UPDATE: I have uploaded a copy of the program here as well. I have received at least one report that it works on Linux (Fedora 15), so that bodes well, considering I've never run it there myself.

The bowl_12.stl file here is of no consequence. It's just there because I could not create a thing with just a picture.

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Heh. I would need a pickuptruck for those things then :-)
No .net framework involved. It uses the iup (UI library). I'm actually not that familiar with Lua on Mac, so I don't know if that particular dependency is taken care of or not.

I am cleaning up the various samples. they strayed a bit from reality over the past couple of days. the most recent stuff will be in the GitHub.

"Organics" are a key benefit of such an approach. You get a lot more programming power to generate, and then mess around with meshes.

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Instructions

1) Got read about Banate CAD: http://williamaadams.wordpress.com/hum-banate/ 2) Download it (or download the .zip from here) 3) Create wild things 4) Print 5) Rejoice!

Some of the samples (Demo.fab) can take quite a long time to run (up to a minute). In that particular case, it's leterally dealing with a couple million vertices. Most things will take seconds to draw, and moving around with the mouse will be fairly quick.

No luck getting it working on mac, but i suspect I might be missing something dependency-wise... or just doing something stupid. Got it running on windows and looks really neat, but some of the examples won't compile. Most of them do.

I'm really looking forward to seeing what comes of this. I like the idea of being able to do some work with curves / organic forms via a programming interface. :)
It doesn't work on OS X - yet. It has Windows dependencies (.Net framework?).
No .net framework involved. It uses the iup (UI library). I'm actually not that familiar with Lua on Mac, so I don't know if that particular dependency is taken care of or not.

I am cleaning up the various samples. they strayed a bit from reality over the past couple of days. the most recent stuff will be in the GitHub.

"Organics" are a key benefit of such an approach. You get a lot more programming power to generate, and then mess around with meshes.
Great stuff! I will give it a go once I come arround to it... -Marcus
Come to this: thingiverse.com/thing:6016 then :-P
Round Tuit
Heh. I would need a pickuptruck for those things then :-)
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