Pleasant Future

As mentioned earlier, Pleasant3D is a spin-off from another, larger project.

Today, I release Pleasant3D v2.0 to the public and when reading the list of changes, most people might ask why there’s such a big step in the version number:

What’s new in Pleasant3D v2.0:

  • More intuitive (trackball) view rotation
  • Panning views with right mouse button drags

Well, as you might have guessed already, that’s not all. The main change is that I finally merged the former other, larger project and Pleasant3D to … well, Pleasant3D v2.0. So the missing point in the above list is:

  • Initial release of “the real Pleasant3D”


Back in June 2009, after I ordered my MakerBot Deluxe Kit, I was in state of anticipation and impatience, most of you other MakerBot operators probably know from own experience: The order’s finally placed, but it takes 4 to 6 weeks until the kit eventually ships.

I read all reports on building and operating a MakerBot in the internet (there wasn’t that much blogs on this back then) and of course, I downloaded ReplicatorG and Skeinforge to play around with them.

As a (very) long time and hardcore Mac user and developer, I quickly thought about a nicer, cleaner and faster way to produce GCode and eventually print objects than ReplicatorG and Skeinforge.

Don’t get me wrong: I think Skeinforge is a really amazing piece of software, it’s ability to process “incorrect” 3D objects and the GCode it creates is just great. I also think that MakerBot Industrie’s decision to provide cross platform support on the software side with ReplicatorG as printing software and Skeinforge as GCode generator is absolutely great and important (I’m still struggling with my Mendel because the native Reprap software currently doesn’t really support Macs).

But I also think, that it would be nice to have an alternative – not that universal, but maybe better – way to handle 3D processing for printing stuff.

That’s why I started to develop Pleasant3D, to play around with something during waiting for the MakerBot Kit to arrive.

My plan was to create a tool to not only provide a native way to preview STL and GCode files, but also to transform STL files to GCode.

I didn’t (and don’t) want to provide another cross platform tool for those tasks, struggling with GUI and performance tradeoffs caused by the need of portable code. I explicitly decided to develop a high performance, native GUI tool for the system I’m working on (which is obviously Mac OS X, sorry Windows and Linux users), using all cutting edge technologies available in the most recent OS (which is Mac OS X 10.6, sorry PPC and Leopard users).


My first approach was, to port Skeinforge’s open source Python code to native Objective-C code. I started with Skeinforge’s Carve tool and it was a disaster. Not only it was kind of uncreative and boring to port existing code to another programming language, but the resulting code was also even slower than the original code.

The reason for that is, that each programming language has it’s pros and cons. One of Python’s pros is, that it’s very fast in creating objects. Unfortunately, creating objects in Objective-C (like C++ also based on C) isn’t its fastest feature. So by porting the Carve code 1:1 to Objective-C, the code still used the original algorithms, based on the creation of zillions of objects during carving a 3D object. Not a good idea in ObjC.

The Carve tool is the first step in processing a 3D object for 3D printing. It slices the object horizontally. For comparison I used a nice object from Thingiverse: Eggcup With Salt & Shell Trays

Carving this STL file (containing 5486 triangles) takes about 9 seconds in Skeinforge (0.4mm layer thickness, 2.8GHz Intel Core 2 Duo MacBook Pro):

When carving the same file with my first version of the ported Carve tool, it took more than 12 seconds with the native code!

So I started to optimize the ported code, implemented caching collection classes, reusing memory and objects whenever possible and so on.

I finally got a version of the native Carve tool, running faster than the Python script:

Speeding up the carving process by factor 2.3 doesn’t sound too bad, but I couldn’t believe that this would be the best possible result. Especially since the porting process was really boring!

So I threw away the whole thing and started from scratch again. This time by creating my own, new algorithms and pulling all the stops Snow Leopard provides: GCD & OpenCL.


I called the new tool “Slice”. Changing to a new algorithm and OpenCL really paid off. But see for yourself:

That’s more like it: 39ms, 230x the speed of Skeinforge…

Present and future

Please don’t throw away Skeinforge yet! Pleasant3D is at a very, very early stage. It’s fragile. It needs clean STL files with normals. And there’s not a complete set of tools yet. The whole thing still needs a lot work.

Pleasant3D v2.0 is still the same tool we love and know for viewing STL and GCode files (including moving/rotating/resizing STL objects). It also contains the same QuickLook plugins for STL and GCode. All these features are more or less stable.

In addition to that, there’s a new kind of document: The P3D document


You create a tool chain by dragging & dropping available tools from the toolbox panel to the tool bin. Each tool gets its input from the previous tool’s output. If you change settings in a tool at the begin of the tool chain, the results of these changes automatically “ripple” through the whole tool chain. With the current speed of the few available tools, this happens almost instantly.

Here’s a teaser video of the whole thing:

The deal

The Slice&Dice part of Pleasant3D isn’t ready for prime time yet! It’s work in progress.

I decided to publish it anyway, since I’d appreciate any help with the tools and printer drivers.

So here’s the deal:

Pleasant3D is a free download (as usual). The GUI part of the project is still kind of semi-closed source (more on this some other time).

However, all tools are implemented as plugins. So are the printer drivers. And they will be will be open source. I’m currently working on a way to publish the sources. Very likely they’ll be available through public access to a Mercurial repository.

You can start developing tools right away. All you need is a copy of Pleasant3D v2.0 (or later), a working installation of Xcode v3.2.1 (or later) and the following shell script:

Copy Pleasant3D to your /Applications folder (no subfolders!). Then run the InstallDevSupport script:

  • Open a Terminal window
  • Go to the folder containing the InstallDevSupport script (cd <path to>)
  • Run the script (sh
  • Enter your admin password

Re-launch Xcode after that. When you now create a new project in Xcode, there should be a Pleasant3D project template available. Use this template to create a new Pleasant3D tool project. Please read the ReadMe.txt file inside the new project folder for important additional information.

In addition to the sources of the current tools, I’ll try to provide some additional sample code as soon as possible.

You can download Pleasant3D v2.0 from the Pleasant3D download page.

That’s it for now. Stay tuned for more shortly.


  1. Hi,

    I installed the template (and Pleasant3D 2.0) and want to try it. Can you please send me more information and source code for a dummy device? I don’t want to use the device, but want to understand slice&dice. Thankx.

    I want to use the software in Germany’s first fablab. I think it can be used with our 3D printer (Dimension Elite), lasercutter (Epilog Zing 6030) and cnc milling machine (LPKF Protomat S62). Great project!


  2. Looks absolutely fantastic. I know people will be asking for a Windows/Linux version but I can fully understand your motivation for writing it for OS X. It would not be an easy task to write something as nice as this and also make it cross platform. Although Skeinforge does the cross platform part really well I think most people would agree it’s not got the best interface and is enough to scare off a newbie. Hopefully there is a chance for a cross platform solution that can make use of the plugins developed for this.

    • Well, the tools will be open source, so if someone feels like it, he/she might port them. But as already said in the post, (especially) the tools make heavy use of GCD and OpenCL. Not sure what’s the availability status of these technologies on Linux or Windows…

  3. Hi- I downloaded the new version, and it previews great, but I can’t get any of the tools in the toolbox window to drag over, so I can’t see any of the other functions work. Am I doing something wrong?

    • You want to “click-and-hold” a tool icon until it appears semi-transparent attached on the mouse cursor. Then start to drag. It only takes .3 or .4 s until you can start to drag. That’s a default behavior of the collection view the toolbox is based on.

  4. Wow… Really incredible… I’m speechless… Really this is completely awesome! The fact that you would spend so much time porting a tool that already works to a new place just to make it faster and better is awesome. I’m a Mac developer too, so the fact that there is support for making plugins is even more awesome! I cannot even begin to imagine how much work you have put into this! Awesome!

  5. Extremely sleek and intuitive GUI design. I also like the fact that the processing backend is so fast… I’m uploading STL’s and downloading gcode to a faster server because my laptop is too slow for skeinforge. It almost takes longer than the actualy print job (especially now that I print at >50 mm/s)

  6. Looks really great, can’t wait to get my MakerBot… However, the selection list where in your video you can read “Cupcake CNC” shows only an empty text here. Is this a bug or do I need additional software?

    • I guess I forgot to copy a machines.xml file in the right place. But it doesn’t matter for now, since the configured machine doesn’t really do anything right now.
      A workaround is to simply copy a standard machines.xml file from ReplicatorG to the path ~/Library/Application Support/Pleasant3D/Machines/

      • Great work !

        I got it working, I compiled an example tool in XCode 3.2.2 and it is visible in Toolbox. I also copied ReplicatorG machines.xml-file to the machines-folder – it’s now showing those machines in the dropdown menu ok, and showing few dialog-boxes when I press “Print”. So everything is setup nicely.

        Is there anything I can do to help to implement actual printing and/or driver to CupCake ?

        I have CupCake and has previously worked with CNC-machines too (participated in EMC Linux CNC-project years ago as a coder & FAQ-writer). I can write Bash, Ruby and Perl scripts to test things up and have been doing SW development for my living for a 15+ years. Not much of that is directly for Mac OS but I’m using solely Macs as my VMWare-host etc.

  7. Neat performance! Well, BSD/Linux/Windows users, i’m busy writing my own set of slicing tools and they appear to be as fast as this one even though it doesn’t use multi-threading/multi-processor/GPU yet. Its written in C using SDL and OpenGL. Not as fancy looking though! :) but it does have a fairly decent 3D STL and gcode preview.

    My motivation, as was with his motivation, was the extreme slowness of Skeinforge; a good product producing nice objects, only it really takes ages!

    Erik, did you need to modify the Bowden-extruder much to get this speed? Or is that not the limiting factor?

  8. It’s been ages since I last tried to use P3D’s slicing, but now when I try to use the STL import, I get an error. It just says


    Is this function broken in 2.0.1?

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