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ideasman42's Avatar
ideasman42 ideasman42 is offline
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EDIT!!! - This Script will be included with Blender 2.41 from the Mesh menu. do not use this version when 2.41 is released.

Heres a simple scuplt mesh blendfile. needs BF-Blender CVS.
the tools are.
* Push/Pull
* Grow/Shrik
* Spin
* Goo (needs a bit of work)
* Relax- Realy usefull on its own.

Be sure to run the UI script first and change at least 1 value to initialize the settings for the space handeler to use.

http://members.iinet.net.au/~cpbarto...ray_pick.blend
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#1   Old 09-Dec-05, 01:29   
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Sean Master Sean Master is offline
 
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This is a very good improvment! been trying to get my lazy bro to help maximize this code but it seems you have done a great job so far

what are your plans for further development?
#2   Old 09-Dec-05, 02:43   
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Jedrzej_s Jedrzej_s is offline
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Incredible script !!! Much better than SculpMesh script:

http://mediawiki.blender.org/index.p...rDev/SculpMesh

Adaptive Geometry is great !!!

BIG THX !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!



Regards
#3   Old 09-Dec-05, 09:25   
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fantastic
very usable cheers

#if you tab into edit mode then back to object mode it creates an undo history, so if you make a bulge/tab/ make a another bulge/tab ...between each "tab" is a separate undo point, so a few quick "tab"keys as you sculpt is a good idea. just jump into edit mode to undo



Would it be possible to have buttons like the AUXab1 buttons in the UV/face window....paint tools? so you can have a few presets values.
#4   Old 09-Dec-05, 10:51   
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pildanovak pildanovak is offline
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Ideasman, I have to tell ya, you are the god of blender python scripting...
It's such a pitty that many of your great scripts are still not in the release.

I think this script will be a revolution in blender modelling.

Does this script work also with tablet?

Another suggestion - an acces to blender smooth algorithm through this would be great...
#5   Old 09-Dec-05, 14:51   
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Thanks for the update on sculptmesh. It is a great improvement. And yes, it does work with a tablet.
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#6   Old 09-Dec-05, 16:51   
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WOW!!!! the adaptive geometry feature rocks! Now... can we also have a feature that two parts Mesh can't cut itself, but instead grow together.
Sounds like hard work
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#7   Old 09-Dec-05, 22:20   
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Trevj Trevj is offline
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Thanks for doing this! Keep up the good work man!
#8   Old 10-Dec-05, 01:16   
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Quote:
WOW!!!! the adaptive geometry feature rocks! Now... can we also have a feature that two parts Mesh can't cut itself, but instead grow together.
In the mirror menu press the clip button.

LetterRip
#9   Old 10-Dec-05, 15:14   
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really weird... I can never restart the script in the same file, always have to start froum that of yours.

some other ideas on possible improvement=

-The adaptive geometry works always on the whole mesh(i mean the set lengths). It would be great if it would adjust only the area which is being worked on currently, so that you can have meshes with more-less detailed areas.

-Adaptive geometry doesn't merge short edges - shorter than the min theresold. especially wisible with the relax option.

-a modifier key(ALT or CTRL/SHIFT) could modify the positive/negative value of the pressure.

-Shortcuts for the functions

sorry if these are already on the todo list...
#10   Old 10-Dec-05, 15:21   
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Improvements
* Only add edges on effected areas.
* Much improved goo tool! (still need to add rotation)
* Fixed stupid bug, all faces were assumed Tri's
* Optimized adaptive subdivision.
* Faster vertex culling.
...probably other fixes, cant remember them all.

Todo.
* Key modifiers as suggested.
* removeing short edges is not possible because of a problem with Mesh.
* relax could loose less volume by evaluating the normals of surrounding faces and keep the curve.
* Better intergrated UI???
* Draw a circle cursor.
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#11   Old 10-Dec-05, 17:02   
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Great script! Finally I can delete ZBrush...

Ben
#12   Old 10-Dec-05, 19:35   
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tested it and works still better than previous version, really great!!!

found 2 bugS - the script (sometimes?) assumes a 0,0,0 location of the object(after some restarting) so if the object is somewhere else, painting works still on the middle of the scene.

2nd - add an uvsphere, try to paint it - the shorter edges keep subdividing endlessly, while the longer ones never subdivide.

Another idea - working only on a part of the mesh - if the mesh becomes too big, the user could go to editmode and create a vertex group, which would define the area which would be shown, the rest of the object would be dumped somewhere(hidden), so the work would be much faster on complex meshes. Maybe a proxy -partial mesh could be created, and the results would be copied to the main mesh less often.
#13   Old 10-Dec-05, 20:03   
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Quote:
Originally Posted by pildanovak
tested it and works still better than previous version, really great!!!

found 2 bugS - the script (sometimes?) assumes a 0,0,0 location of the object(after some restarting) so if the object is somewhere else, painting works still on the middle of the scene.

2nd - add an uvsphere, try to paint it - the shorter edges keep subdividing endlessly, while the longer ones never subdivide.

Another idea - working only on a part of the mesh - if the mesh becomes too big, the user could go to editmode and create a vertex group, which would define the area which would be shown, the rest of the object would be dumped somewhere(hidden), so the work would be much faster on complex meshes. Maybe a proxy -partial mesh could be created, and the results would be copied to the main mesh less often.
Update. - downlaod from the same place.
Kind of fixed all the problems but some arnt so simple.
* Object loc/size/rot can be anything. - had accounted for that but location wasnt being applied,
* Adaptive subdiv wont go crazy if you stay in edge mode. problem with Mesh.
* Coupled mesh resolution with brush size, and only subdivides the affected areas, its faster and allows you to have some realy fine areas as well as complex on the same mesh.
* Added some normal settings. Median normal is not working atm..
* Fixed a but in the ray picker, rays outside the object will no longer affect the mesh.

- Cam
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#14   Old 11-Dec-05, 06:42   
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I figured out a way to give us undo mode without the list creation I was using, toggle in and out of editmode whenever a mouse up is recieved if the last event was a sculpting event. This works via the keyboard, haven't checked yet if the python toggleing of editmode does the same. If not khughes can probably add undo push to python.

LetterRip
#15   Old 11-Dec-05, 07:49   
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Tested again. hmmm.... great.
Local adaptive subdivision is great, also the constraining of size-subdiv size is good(I had this idea today in the morning an wanted to write it here ), but there could be an additional value, which would set the relationship - the user wouldn't have to change it too often, but still would have perfect control.

Noticed 1 strange behaviour - if the brush size gets very little, the chains(with push-pull) are very different - new bigger polys are created and subdivided, so it looks sharp. - maybe some low-theresold limitation of polysize. But the mesh doesn't go wrong and with relax everything can be repaired.

I modelled a planet with little trees on it! Very nice and everything in 1 mesh...

thanks, i have to say
#16   Old 11-Dec-05, 08:41   
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Hey guys,

I can't get the script going :o(

The UI starts up, but the script on the right side doesn't.

Thanks,
Simon O
#17   Old 11-Dec-05, 11:39   
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Quote:
Originally Posted by Blenderer
Hey guys,

I can't get the script going (

The UI starts up, but the script on the right side doesn't.

Thanks,
Simon O
You need to be running a blender compiled 2 days ago... CVS, I comile my own but Im sure there are downloads you can get for win32.

Other updates.
* fixed goo jerky mouse movement.
* Shift reverses the pressure.
* Added static normal option, takes the first normal and keeps using it for the rest of the displacement (while the mouse is down) - For verts, all teh verts store there original normal.
also
* View vector can be set as a normal (was in last one but forgot to mention)
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#18   Old 11-Dec-05, 11:47   
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just a quick try.

another ideas, which came to me while doing this:

-mirror could be taken into account - vertices can not cross the clipping plane(maybe could check if the mirror modifier is on),and also wouldn't leave the mirror plane, they'd just move along it.

- could use the subdivide smooth routines - i think now it uses standard subdivide?

-maybe could cooperate with your decimate script and could have a decimate brush(but that's probably the problem with Mesh you've written about)

-presets for the tools, each tool could keep it's onw settings.
- or - which is the problem right now, another scale of the pressure with relax, which now has to be put to the magnitude about 10x higher to work comfortably(in comparisen with push/pull, grow/shrink etc.)

thx for the update, this was done with the previous...
#19   Old 11-Dec-05, 12:37   
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Quote:
Originally Posted by Blenderer
Hey guys,

I can't get the script going (

The UI starts up, but the script on the right side doesn't.

Thanks,
Simon O
Same here. I´ve downloaded the CVS version that was released 2 days ago but still doesnt work.
#20   Old 11-Dec-05, 13:12   
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