answered at github issue, solved.
Matrix rotation in this case have to occure in other order. Moreover, you can reorient line and remove one matrix deformation step. or even two steps, leaving only rotation 45 degrees.
Look at github issue for images
ok it work, thanks!
the blend:
SK_PetalSineVectorRewireSmoothSubsurf_CogWheelFlatStarPancakeSunBeam.blend (2.45 MB)
I like this tool…
Attachments
SK_PetalSineVectorRewireSmoothSubsurf_CogWheelFlatStarPancakeSunBeam.blend.zip (686 KB)
check this approach of profile node
you’ll need to chenge step or values for b input in profile to achive gear teeth to be as you need, but it is doable.
@Nikitron
You’re welcome!
Ah, I like this gear with profile, very neat
I think it’s not possible to get that with the modified design I posted
Anyway you may want to flag V_dir for getting correct normals…
I didn’t find a way of joining meshes except recurring to viewer bmesh…
kabu
There is mesh join node, if you already have joined lists of vertives and polygons allready.
sadly if they apart you need list join in level 2 all separately - vertices and polygons/edges beforehand
also if you cycle it it will be manifold and caps. or remove doubles
fixed bug in profile node + added comments for every point so you will orient better
get new sverchok version - update after check for new version in panel.
Yes, Bernd know what he doing with l-system
I’ve met a girl who likes it gruesome. I’ve found this design here which generates a waving tentacle, I’d like to send to her, all green painted with blobs over it…
Is there a way to bake the animation in Sverchok? Like I were doing 'keyframe 10, I, locrotscale, keyframe 20, I, locrotscale…"
I guess I don’t really have animation in Blender clear anyway… this is the way I usually do…
the problem here is how to export mesh deformations. shape keys not working anyway, also inserting keyframes senceless with mesh changing for other programm. the same problem with any mechanism native to some programm
the only way here is to make duplicate and manually make join as shapes for some frames you choose.
http://pasteall.org/blend/index.php?id=48395
how to deal with shapekeys after idonno.
I see. There are no easy ways to get that to animate…
When I get some more spare time, I’ll be trying to give it a skeleton…
meybe the gruesome girl going to appreciate that…
Is possible to animate sverchok parameter values like in Animation Nodes?
Is possible to animate Sverchok parameter values like in Animation Nodes?
Today I was getting bored with family things, so I’ve come up with this.
You can twist and turn as you like, and generate plenty of Xmas Stars you can give who you want…
Full blend with instructions
SK_IcosphereObjectsInVertexGroupWeights_CubeXmasStar.zip (378 KB)
Marry Xmas and enjoy!