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  1. no, I only copied and pasted ironing moves from different files to make a frankenfile. I edit the part, and export it once for every layer, each time one layer higher, then take the ironing moves from the last layer in each file and paste it at the end of the corresponding layer in the full print. that's why they're cubes. if it's a tower, the ironing moves will be the same every layer! (hence the ignored corners being cloudy all the way up) I set it to relative, letting me put a flag at the end of each layer so I could just replace the flag with the same ironing gcode each layer using a
  2. thanks again for the help, and expect a thing here and there from me from now on!~
  3. glad to hear! yeah, my first foray into it was my friend vetting some clothing choices to me, and realizing how much I took full color vision for granted. Since he's also using this, I'm glad there's a decent chance this'll get accepted. it's currently up to date with the master, but so long as the main themes don't change it'll stay that way. As a visual effects artist, the whole "how things look for other people/first time viewers/users" is my home field, so if there are any changes it needs, I'll gladly take suggestions.
  4. Alright, got my first fork made! it's a simple one- a theme to help out people affected by colorblindness. I noticed everything was red next to green, or blue next to yellow, a bit of a pain for people with more serious color-blindness. I asked one of my friends (I swear color blindness is way more common among tech workers somehow) and he said he generally has a bit of trouble with the greens and yellows being really bright and always next to each other. -so I made a theme that works for the two most common kinds of colorblindness (Deuteranopia and Protanopia), and works as well as I could
  5. well, it would be the same as ironing, hopefully. here's what ironing does: moves the printhead in a pattern over the entirety of the prints upper surface. this means it will not go back and forth over the air unless there's a disconnected part. the pattern can be changed, but it's usually concentric or zig-zag. the movements must make the flat part of the printhead move over every surface at least once. this means for a .4mm nozzle, for example, it must be treated as if it was a .1 to .2 mm nozzle to make enough lines close together printhead must be able
  6. the entire reason I wanted to do both is because I'm under the impression you need to edit both the frontend "Cura" and engine to add a new setting like ironing (or an option of said setting). feel free to correct me if I'm wrong though. any information is like gold to me. I'll probably learn as I poke around more, though. and I've gotten compiling the engine to a science, without a single issue, now that the little hiccup with the protobuf tests is out of the way. (id does work with both vs 2015 and 2019, and there's no noticeable downside to having a current sip version) and yeah I know
  7. I plan to accomplish the act of getting better at C++, Python, and version control, as well as contribute the tasks I have set for myself when I've done it. What I'm lacking is the syntax, mainly, but I do sit down with my friends and help them debug their code and work on solutions, because while syntax isn't my forte, I'm relatively strong at use cases and roughly what background processes are needed to produce a certain qualitative result. I have taken some classes but sadly they've all focused on the code itself, and even several courses in no one formally introduced us to collaborative
  8. I did this, as the build guide said: git clone https://github.com/Ultimaker/CuraEngine.git C:/dev/CuraEngine so it should have gotten me the latest version, right? if this isn't the most up to date version, what is? (edit: I tried it with curaengine-master and it worked! this does mean that the provided curaengine from the guide is defunct as a build source though.) now I just have to figure out how to run it, seeing as python app_cura.py throws errors about sip and UM
  9. I'm probably getting it from here, the header file that cmake produced. it's trying to include this because there's no if statement. I removed the include line, and that just made it ask for a bunch of "friend tests" so I can't just do that... it has to be generated correctly. is the easiest workaround just to enable tests? or could it be that mentioning them at all is tripping the flag? (edit- ah, I see what you mean now. I don't know where it's coming from either. This happened while I was using VS 2019, but I thought it was just because that version wasn't the recommended one, so I
  10. alright, so just checking, I've never done it outside of CMake gui, so do I just change -Dprotobuf_BUILD_TESTS=OFF to -Dprotobuf_BUILD_TESTS=ON or is it on by default? furthermore, there's an #include in the code that makes use of it, so is there a reason the guide says to set it to off? it looks like that would break the compile every time, seeing as I did not build tests, and it still looked for it.
  11. alright, I spun up a windows VM to make the environment as clean as possible, and it all worked until compiling the engine, which ended up throwing these errors. I tried it a second time, and though the percentages changed, the files supposedly causing the issues did not (I assume because it was skipping completed files) I can't find gtest_prod.h, so the program is right and it's absolutely not there, but no other file in any of the dependencies include it or anything of the same name. I remember there being some options in a cmake file about an optional test, that could be switched off. Is
  12. Thanks! There are still a few things unanswered for me though. What is the deal with using 32 bit everything to build cura? I understand if you're building a program most people should be able to use it, but at this point, 64 bit has been the majority for the better part of a decade, and 32 bit support is being dropped more and more, so I'm curious why it's preferred. The only things I can think about are issues with building or that something requires it to be 32 bit. speaking of that, I do have a couple questions as an outsider reading the guide. I can work them out on my own, but it's
  13. That would be great. It's not just for me I imagine. A large number of the issues on github are build issues, and in any case, the easier it is to work on, the more features casual users will begin to work on... hopefully. The most confusing parts for me are cross-compiling (if it's easiest to build in linux but most users have windows this is important I think) and what happens to CuraEngine once it's made. It doesn't seem like it's properly installable, so do you move it to some folder in Cura or is there some step where you point the compiler at it? I haven't gotten that far yet but it's ao
  14. And considering all that, I think the wisest choice may be simply to wait until you guys are done migrating it. As you can guess, I'm no career developer. I've only really compiled Blender and Slic3r before. Unless I can get this working by following the directions mostly blindly, (or at least fail with a descriptive error message) I'm not going to have much luck troubleshooting. I'll keep trying through the normal workflow. I've found some alterntate ways to make prints just a little clearer without overextruding, but all of this was for the purpose of adding "iron every layer" an
  15. I know where it is, no need to babysit me quite that much XD... though I do appreciate you guys being my safety helmet. I was able to use cmake on cure-dev-environment, but when I use make I get "make: *** No targets specified and no makefile found. Stop. " and sure enough, there are actually no makefiles in build, just cmakecache, lib64, and all the dependency files. lib64 is only 3 bytes, so I can't imagine everything worked perfectly.
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