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applegrew applegrew is offline
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(Check out the previous post for details and demo on what's new)
Vert2Face 0.3


Here it is:-
-----------
Oops it was '10000 characters' and I thought lines. Well I have uploaded that on zoo blender. Here is the link.

http://www.zoo-logique.org/3D.Blende...t2Face_0.3.zip
............................................

Visit my blog at applegrew.blogspot.com

Last edited by applegrew; 09-May-06 at 19:50.
#41   Old 09-May-06, 16:59   
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Is it possible to make this like a function in a module so we can import it ?
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français)
Daily updated Bpy API | Ze best french tutorials site.
#42   Old 09-May-06, 17:25   
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Sure. It needs just a mesh and the vertices in that to update. U can give it an NMesh object and it will return that object after updating it.
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#43   Old 09-May-06, 17:31   
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applegrew applegrew is offline
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Hi if u find this script useful then do post here an appreciation.
............................................

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#44   Old 10-May-06, 05:31   
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This Script Will Be Useful Because I Dont Have To Manually Fill All The Faces On A Bunch Of My Meshes Because Shift+F Dosn't Do A Very Good Job.
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#45   Old 10-May-06, 05:45   
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grafix grafix is offline
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Very much improved. It can handle concave shapes better now. Great job.
It would be even nicer if the devs used this to replace the current method used by shift F altogether. Having to open the script window and look for it is slow.
#46   Old 10-May-06, 13:56   
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applegrew applegrew is offline
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Hi thanks for the encouragement.

I myself would like to see this in blender. I would be great if somebody help me with this. I know the links to FAQ on developing blender, but I am too tierd (or too lazy) at the present to work any more on it right now.

If anyone is interested on implementing this in blender &/or trying to improve its performance, then I am ready to help him/her with the code of this.
............................................

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#47   Old 12-May-06, 06:38   
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grafix grafix is offline
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One situation where the fill was less than ideal was when I created a grid mesh, deleted a line or column of vertices and ran your script to fill it back again. The results was not very pretty. I was expecting it to restore the orderly arrangement of edges, not a bunch of triangles. And it was very slow in doing that, too.
Try to look at the code of the bridge faces/edge loops script. I can trick it to fill the gap by extruding the end vertices of the line or column of facing edges in the gap, then move it along the z axis and reconnecting it to the start vertices of the lines, so I have two facing closed loops. I run the bridge faces/edge loops scripts and it fills the gap nicely. I then delete the extra vertices and it's done. The bridge faces/edge loops script is probably doing something right...

Last edited by grafix; 12-May-06 at 08:03.
#48   Old 12-May-06, 07:38   
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My program is designed to work even in cases when there is no loop. I checked & it worked. In ur case maybe it is taking too long to work. Remember that the program needs quite a lot of optimization to make it work fatser. While a script is working then blender doesn't respond.

Check the console.
When the script has started then:-
Code:
======================================== Vertices to Faces v 0.3. Processing...
is displayed
when it is finished
Code:
Done! ========================================
is displayed.

[EDIT] grafix it seems that u have edited ur post. Well u r right it doesn't do a good job in ur pointed out case. This is not a bug. The script's algo needs to be polished even more. Maybe it requires a complete new approach. As for its slowness. Well it is. I hacked it while adding new features. The code needs to be rewritten.
............................................

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Last edited by applegrew; 14-May-06 at 19:43.
#49   Old 12-May-06, 08:19   
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Hi, first, thanks for this script !
I tested it a little and the "make quads" option is effectless, I get triangles as well. I can apply the script "triangles to quads" of course, maybe you can just import it and apply it ?
#50   Old 14-May-06, 09:52   
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Well in my test cases the make the quad was quite successful. Anyway can u post a pic of ur case. Better send me the blend file.
............................................

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#51   Old 14-May-06, 09:54   
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Mohij Mohij is offline
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As far as I see it this is a great script.
You should definitely try to get this natively (C++) into Blender.
I just remind you that this would perhaps be suitable for a Google SoC project.
Just keep going, this will be great.
Greetings,
Mohij
............................................
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#52   Old 14-May-06, 11:00   
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Hi thanks. I have submitted it in Goolgle SoC. and I have got a pat from Ton, but Ton & Campbell Barton have complained that it is too short for a 2month project. Can u suggest anything to counter that. As for C implementation I will need help from u guys.
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#53   Old 14-May-06, 12:03   
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dsp_418 dsp_418 is offline
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I've some trouble ... I'm getting this:
Code:
.blender\scripts\Vert2Face 0.3.py", line 54, in ? import math, copy ImportError: No module named copy
#54   Old 14-May-06, 12:16   
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What if you integrated ideasman's bridge/loft tool too at the same time?

Use case:
The user would first select verts which to fill/bridge and then hits shift-f. If the verts selected would fit either only fill or bridge requirements, that function would be then executed. If not the user would be given a popup with those available choices.
............................................
Nothing to see here ... move along.
#55   Old 14-May-06, 12:19   
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Quote:
Originally Posted by BeBraw
What if you integrated ideasman's bridge/loft tool too at the same time?

Use case:
The user would first select verts which to fill/bridge and then hits shift-f. If the verts selected would fit either only fill or bridge requirements, that function would be then executed. If not the user would be given a popup with those available choices.
I didn't get it u r accusing of plagrism or suggesting a possible way of implmentation. Anyway I have done it in my own way
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#56   Old 14-May-06, 12:48   
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Quote:
Originally Posted by dsp_418
I've some trouble ... I'm getting this:
Code:
.blender\scripts\Vert2Face 0.3.py", line 54, in ? import math, copy ImportError: No module named copy
Oops. Please remove the ', copy' part. i.e. change
Code:
import math, copy
to
Code:
import math
the copy thing is not required. Maybe u have an old version of python which does not have the copy module hence u r getting the error.

Important: Use a text editor to edit the file. Don't use blender's internal text editor. It doesn't handle the tabs properly. U may get indentation error if u edit the script in blender.
............................................

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#57   Old 14-May-06, 12:55   
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You got me wrong. I was not accusing you of plagiarism. I was merely suggesting that you could get best out of both scripts. I would love to see these both scripts integrated and thought that it would be a good way to make your SoC project long enough. Both are useful yet a bit different, hence the duality mentioned in my message. (shift-f, two functions)

I am sorry for offending you.
............................................
Nothing to see here ... move along.
#58   Old 14-May-06, 13:00   
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thanks for the nice script!

I am adding to my Help menu for easy access 8)
#59   Old 14-May-06, 13:31   
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Thanks applegrew! great script with great results! Hope it becomes native.
@poof: how do you add it to your help menu?
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#60   Old 14-May-06, 14:46   
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