To use it, just select a closed curve and run the script. Like Teddy, it generates kind of rough looking objects, but I'm still fairly pleased with it. This is intended as a prototype - eventually it should become a standard modelling tool. Let me know how it works for you, and any ways it could be improved.
Peter
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In fact, there's somthing it can do that teddy can't. You can edit your 2D curve in 3D *before* scupting. This means if you do a tree, it can have branches not just left/right, but forward/back as well.
Wow. :oO
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1. The 'convertToTriangleMesh' (line 66) step seems crucial to the finished product. I looked at the 'butterfly' and 'loop' mesh-makers in the AOI code and got 'mathed out!', but I think if the code could somehow create suitable centre points when a triangle is going to end up long and sharp, that *might* help.
2. I went through the lines of code and tried to 'do it by hand'. (That is, create a closed curve, convert to mesh, subdivide, subdivide, 'inflate' two copies in the z direction.) Often, a better/smoother result is found by selecting the 5 or 10 longest edges before subdividing.
So, my suggestion is that instead of doing a SubdivideMesh(mesh) in lines 67 and 68, it should find edges that are (say) in the top 5th percentile in terms of their length and subdivide those edges only.
I would so this myself, but I don't know how to get beanshell to find the longest edges.
:) my 2c only....
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I've written a first attempt at a Teddy-like modelling tool:
http://www.smartgroups.com/vault/aoimail/scripts/tools/Sculpt.bsh
To use it, just select a closed curve and run the script. Like Teddy, it generates kind of rough looking objects, but I'm still fairly pleased with it. This is intended as a prototype - eventually it should become a standard modelling tool. Let me know how it works for you, and any ways it could be improved.
Peter
Me and my girlfriend spent last Sunday afternoon and evening trying to model something that I have just done in 1 minute. Does it seem useful enough?
Amazingly good.
In fact, there's somthing it can do that teddy can't. You can edit your 2D curve in 3D *before* scupting. This means if you do a tree, it can have branches not just left/right, but forward/back as well.
Wow. :oO
My notes so far on the sculpt tool:
1. The 'convertToTriangleMesh' (line 66) step seems crucial to the finished product. I looked at the 'butterfly' and 'loop' mesh-makers in the AOI code and got 'mathed out!', but I think if the code could somehow create suitable centre points when a triangle is going to end up long and sharp, that *might* help.
2. I went through the lines of code and tried to 'do it by hand'. (That is, create a closed curve, convert to mesh, subdivide, subdivide, 'inflate' two copies in the z direction.) Often, a better/smoother result is found by selecting the 5 or 10 longest edges before subdividing.
So, my suggestion is that instead of doing a SubdivideMesh(mesh) in lines 67 and 68, it should find edges that are (say) in the top 5th percentile in terms of their length and subdivide those edges only.
I would so this myself, but I don't know how to get beanshell to find the longest edges.
:) my 2c only....