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  1. #1

    CAD Addon: Edge Tools (blender 2.6x)

    These tools now have their own GitHub page:github.com/zeffii/Blender_CAD_utils

    The addon page on blender.org wiki:

    The following scripts have been combined into 1 addon. They are designed to work on edge base geometry, but should continue to work if those edges have faces attached too. Any reproducible errors please let me know (preferably by submitting an issue on the issue tracker on github, include a before and after .blend if you want to help me track bugs faster)

    :: :: tinyCAD Addon contains all of the following scripts

    - autoVTX
    - XALL (intersect all selected edges)
    - EXM (extend multiple edges towards common edge)
    - V2X (place new vertex at intersection)
    - BIX (generates the Bisector edge of 2 selected edges)

    Addon can be downloaded from github as a zip
    Installation:
    - Unpack or drag just the folder mesh_tinyCAD into addons or a folder called addons_contrib.
    - In preferences > Addons you will locate it in the Mesh category, it's called "mesh tinyCAD".
    - enable or install permanently.

    :: auto VTX

    Usage:
    - be in edit mode
    - have 2 edges selected. no more, no less
    - access by either
    - - pressing W and then picking "Edges VTX intersection"
    - - or, use spacebar menu, type auto, and pick auto vtx.

    Operations: (it will be obvious to the addon what you are trying to do)
    Edges V intersection (for two coplanar edges, extends both to their projected intersection )
    Edges T intersection (extends 1 edge towards a point on another edge, then welds the intersection)
    Edges X intersection (performs a weld on two intersecting edges)







    =====

    :: X ALL
    update 16 may 2013 :
    added separate "intersect all" addon script called X ALL, available here
    Last edited by zeffii; 18-Apr-14 at 16:14.



  2. #2
    Member Michael W's Avatar
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    Hm, maybe you could explain more about what they do... I'm sure it's obvious to you, but I have no idea from the names...
    Mike Williamson
    www.cowtoolsmedia.co.uk



  3. #3



  4. #4
    Member LiquidApe's Avatar
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    those look terribly useful!



  5. #5
    did a test in Z plane with 2 edges almost at 90 degrees and did not work !

    any idea what i did wrong here
    version 708

    happy 2.5



  6. #6
    nope, which of the 3 scripts did you invoke, and if you have a console open did the script print any output to it? also, post the blend so i can have a look (no pictures please)



  7. #7
    nice script, so whats wrong with the combining them if you have a scripting problem tell and maybe i can help



  8. #8
    Member Bao2's Avatar
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    I would call them "Edges V intersection" "Edges T intersection" "Edges X intersection"
    And never three scripts, just one script that adds this three options to the Ctrl+E edges menu in edit mode
    >>> Neytiri WIP <<<
    When explanations are complex you know there is no Truth on it.
    Tangled Fan Art



  9. #9
    i got a problem with my opening on 708 since i got an update from Quick video
    i will probably clear this this weekend hope it has nothing to do with this!

    but here is the message i get

    bpy.utils.addon_enable mesh_extend_to_projected_intersection_v01a
    difference is4.01832816885
    The intersection seems to lie on 1 or 2 edges already, use exten
    d to edge or slice isntead

    i used the first script in addons

    does this work in 3D or only in 2D?

    i'll try to upload file later on this night or may be tomorrow morning
    and PM you




    Thanks happy 2.5



  10. #10
    Originally Posted by bat3a View Post
    nice script, so whats wrong with the combining them if you have a scripting problem tell and maybe i can help
    Thank you Sir! I'd like to make one script called something like tinyCAD_EdgeTools.py which when enabled adds all three menu items to the Specials Menu at once. At present, all three scripts repeat a large portion of their code in each script. Moving them to one script would make maintaining the code easier. I'll have a dig around tomorrow, but if you have a tip or two, or maybe code snippets i would certainly welcome them.

    Enjoy.



  11. #11
    Originally Posted by RickyBlender View Post
    bpy.utils.addon_enable mesh_extend_to_projected_intersection_v01a
    difference is4.01832816885
    The intersection seems to lie on 1 or 2 edges already, use exten
    d to edge or slice isntead

    i used the first script in addons

    does this work in 3D or only in 2D?
    The error message seems to me pretty clear, look at the images that accompany each script. It looks like in the situation of this error message that you will want to use mesh_extend_to_edge_intersection_v01m.py . But it's possible my code is doing something i didn't intend. Will have to wait for your blend, seems interesting.

    yes, should work in 3d but your geometry will need to be really clean tolerance is 1.2e-6

    Originally Posted by Bao2 View Post
    I would call them "Edges V intersection" "Edges T intersection" "Edges X intersection"
    And never three scripts, just one script that adds this three options to the Ctrl+E edges menu in edit mode
    Those sound like reasonable and quite descriptive menu names. Obviously i don't want these to be separate scripts, but at the moment my FU is still weak.
    Last edited by zeffii; 17-Dec-10 at 19:02.



  12. #12
    Member PKHG's Avatar
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    Hi zeffi,
    you know about mathutils.geometry ?

    E.g. there are LineIntersect and LineIntersect2D

    And I would only add the intersection point IF LineIntersect does not return None ;-) (first script)



  13. #13
    Originally Posted by PKHG View Post
    Hi zeffi,
    you know about mathutils.geometry ?

    E.g. there are LineIntersect and LineIntersect2D

    And I would only add the intersection point IF LineIntersect does not return None ;-) (first script)
    PKHG, yeah i am aware of LineIntersect and LineIntersect2D, i will work on optimizing the code to use them soon. That will probably include removing unnecessary computation too. Any other problems let me know!



  14. #14
    ok cool, making multiple menu entries using one script seems easy enough, my prototype seems to work. expect an update within not too long.



  15. #15
    it would be nice if you can
    to make it 3D by using Mathutil

    also may be add a note in script to say that the precision is limited to 7 digits
    cause blender internal is limited to that precision!
    cause this was the subject of many discussion on precision in 2.49!
    and peoples in CAD world are not used being limited to 7 digits!

    another feature may be
    i remember in 2.49 there was a script to check if points are co planar
    don't know if you can add this feature to your script too
    it would be a nice complementery function i guess

    one suggestion here
    not certain but i think because you have 3 functions here for edges
    then may be instead of having 3 addons use only one addons for edges
    and add the options in a menu in the operator's panel may be
    that way it would be faster to select whatever function you need i guess!



    thanks & happy 2.5



  16. #16
    RickyBlender, i replied to your PM. but will add it here as it might help others.

    OK. i have failed in describing exactly which functions do what.
    You will be glad to know that the script is not broken.

    if you want to extend an edge towards a point that lies on another edge
    - choose Extend Towards Edge intersection.

    if you want to slice two edges that intersect, (boolean)
    - use Slice

    if you want two edges to both be extended towards their intersection (if they intersect)
    - use projected intersection


    Originally Posted by RickyBlender View Post
    it would be nice if you can
    to make it 3D by using Mathutil

    also may be add a note in script to say that the precision is limited to 7 digits
    cause blender internal is limited to that precision!
    cause this was the subject of many discussion on precision in 2.49!
    and peoples in CAD world are not used being limited to 7 digits!

    another feature may be
    i remember in 2.49 there was a script to check if points are co planar
    don't know if you can add this feature to your script too
    it would be a nice complementery function i guess

    one suggestion here
    not certain but i think because you have 3 functions here for edges
    then may be instead of having 3 addons use only one addons for edges
    and add the options in a menu in the operator's panel may be
    that way it would be faster to select whatever function you need i guess!

    thanks & happy 2.5
    It is 3D already. Really. As for precision perhaps if i use mathutils i may be able to increase precision, this is a valid concern. (i have formal CAD training, this makes me sympathize with any tolerance issues raised)

    CoPlanar, i wrote code a while back that checks this, but not implemented it, i think there is also mathutl module that does this... i'll have to think about it. trig still confuses me a little.

    In the last hour I wrote the first prototype to combine multiple menu items from one script.

    EDIT:
    a note about the precision, someone correct me if i'm ignorant of some fact.
    The tolerance affects, in the case of my code, the amount of 'leeway' that i'm giving the user. I think at present the script is as precise as blender can expect from the engine. The tolerance is really for allowing 'not so ultra precision' geometry to use this script. if your geometry is super accurate, the script is just as happy and doesn't to my knowledge (or understanding) reduce accuracy.
    Last edited by zeffii; 18-Dec-10 at 09:55.



  17. #17
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    Hi! this is very cool stuff. I expected this kind of tool in blender long ago. Very nice!

    Now, this may be too early to bring this but its just an idea.

    You said you want to make one addon with three different operators. But could this be one MODAL operator? It could evaluates the selection context and/or (in ambivalent situation) be explicitly oriented with X, T or V key.
    And, the second edge(cause you need two) could be pointed at after, rather than selected before.
    These two behaviour would bring a syntactic and fast workflow; how blender is generaly designed.

    I know that this might represent much more work. I just want to feed some ideas for what is already very promising.

    Good work!



  18. #18
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    And for the question of precision needed for the script to work. Some tools use a zdepth or something like that to determine a point in space. Snap to face (acient retopo), griese pencil and maybe others. These tools use the depth from the point of view to determine coordinates of the operation. This could solve some situations like when edges are not exactly on the same plane.

    Just ideas again.

    bye!



  19. #19
    Reminds about the 2.4x script Geom Tool which has been really helpful in some special cases. Bringing the same functions to Blender 2.5 is great, thanks!

    http://blenderartists.org/forum/showthread.php?t=81876



  20. #20
    PRECISION CAD
    well some peoples use and need like high precison in 0.000001 let say
    then this cannot be done in blender unless you change the scale but no diretcly form the default scale which is limited at 0.001

    i'v seen other threads discussing this effect and it can create a lot of problems of precision if you use the values from blender defautl scale
    cause they are limtied to 7 digits!

    i think a warning at beginning to indicate this would clarify things for peoples interested and coming from a CAD world
    i was hoping that in 2.5 we would have been able to change this and have more then 7 digits of precision
    but it would probably also reduce the response time from blender!


    happy 2.5



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