Posted by: | jcdeblok | |
Data created: | 15 October 2012 |
I looked at and did most of the tutorials but I find it a bit hard to get started from scratch. Lets say i want to do a modifer that can pick a second object and scatters X copies over the surface of the base mesh and outputs the combined meshes as an editpoly. My guess is these are the steps to make it happen: 1) create a 'GeometryModifier' 2) create a pickbutton to get a second node in 3) select a random face from the base mesh 4) interpolate a random position on it 5) make a copy of picked node from step 2 and place at calculated position 6) repeat 3,4 and 5 as many times as user requires 7) combine all added meshed with base mesh and output.
So how actually make this? How do I create a pickbutton? I saw some reference to it in another thread but couldn't make it to work. Are there basic higher level functions available that can return points on a surface etc or it it best to add some script in there, or make it all from nodes? And how would I clone a mesh X times? I can pipe it into an array.. but then? | |
16 October 2012
#3316 | |
Have a look here: http://www.youtube.com/watch?v=gHt6M7N8iCA Just created it today. You will need to wait until the next build to go through the process in the video 1:1 because I changed some UI elements and also fixed a bug for the video. It uses vertex positions to clone a reference mesh but using random positions on face uses a similar approach. You'd just need to create an array of random barycentric coordinates, then go over the faces in the mesh and use these coordinates on top of the vertex positions. I will try to create a video to cover that, To simplify the scenario I will probably create some "create points on surface" graph which does this for you. Marsel Khadiyev (Software Developer, EPHERE Inc.) | |
16 October 2012
#3321 | |
Wow, thx! :) | |
16 October 2012
#3330 | |
That is a very useful tutorial, gave me some more insight into the iterative nature of graph nodes. | |
23 September 2013
#4609 | |
Hi great tutorial - I'm tried to extend it slightly by using the Transform/Rotate node on the cloned Mesh, instead of just the Transform Node. I was expeting the Transform/Rotate to accept a Vec3 value (which it does do)but I get no rotation on the Mesh when I alter the Vec3 input. What am I missing and how can I use the Transform/Rotate Node, are there any examples using the Tran/Rot node ? Cheers. | |
23 September 2013
#4611 | |
Hi Andrew, I have looked through the code and Xform3.create constructor which takes a rotation does not assign the rotation, only translation at the moment. This will be fixed in the next build. Thanks Marsel Khadiyev (Software Developer, EPHERE Inc.) |