Yes thats true, but simple planes are easier for now. but curves should be possible as well in the future
And I just created another simple node that gives you the edges of a polygon list:
Yes thats true, but simple planes are easier for now. but curves should be possible as well in the future
And I just created another simple node that gives you the edges of a polygon list:
Correct me if IĀ“m wrong. But from what I could understand from your diagram, it seems like some sort of āWireframe Modifierā what you are doing with this setup.
Yes this is exactly what it does. The normal wireframe modifier doesnāt seem to work if a mesh has no faces
@o.g.: I know. I did it with the screw modifier as well, but would be nice to have a node for that
thanks for the link
Here is a small overview over the different particle data reading nodes (I donāt want to say particle nodes ) Iām currently working on:
If you mean the original Cube, thatās the normal behavior. The instancer creates a list of instances, and only those are processed.
You can move the original around or so ā¦
@Jacques Lucke I know you now, but others may not and of course the extrusion(?) node is usefull, Iām already thinking of other uses too ā¦
btw, could that node have an input for the direction as vector or so? besides calculating check, I think it would work in the spirit of annodes allowing control of parameters ā¦
fwiw, couple of notes on partc
there is also a daiyng state
the age of the partc is very useful
pls allow the rest of the loc rot scale stuff, with an option like the obj info. velocity, previous location etc ā¦
also a good reference
why do you insist on the active?
the glamour is unstoppable here ā¦
Manā¦ so much cool stuff added lately
@guy lateur the curve nodes are working really good, one thing I noticed though, if you parent one of the curveās points to a hook the surface created doesnāt follow the curve anymore, it will only be updated if you modify the curve in edit mode. Is it supposed to work this way?
@Jacques, I checked the MotionTools thread last night and they said that development has been slow because theyāre waiting for the new depsgraph to be added in trunkā¦ Something about having to rebuild some stuff of the addon to work properly with that update.
Is that the case here too? Do you think the addon may break once the new depsgraph gets added?
@julperado: Thanks, glad you like it!
To be honest, Iāve no idea what parenting to a hook means; Iām more into this for the code, you seeā¦
Iām just assuming my nodes get updated anytime they are changed, both in object and edit mode. That seemed to work well so far, but maybe youāve found a case that escapes this update system (for the object socket). Letās ask Jacques, shall we?
Here, this is a simple file with an example.
Hooks_on_curves
Maybe Iām doing something wrong? hehe
@o.g.: I think a direction vector is possible in this node but I will hide it by default
@julperado: Maybe the addon will break, but should be quite easy to fix then. About 90% of the code are totally indepent of the surrounding execution system, and even the execution system is mostly independent of Blenders dependency graph. I just need to be able to use handlers which call a script when the frame changes or so. And Iām pretty sure that they wonāt remove this functionality in the future.
In short: I donāt think that this addon wonāt work with a new dependency graph (In fact I hope that it works better and more stableā¦)
Hmm this doesnāt work because the curve nodes only work on the base curves you see in edit mode. The modifier is executed afterwardsā¦
This isnāt easy to fix. Maybe we need some lower level curve nodes as we have for meshes. That would mean that we have socket types for curves, splines, bezier points, ā¦
Currently the only way to get this working what you want is probably the script node.
@guy lateur: a Vertex/Polygon List contains more data like the normal, area, ā¦
so they arenāt really suitable for fast mesh creation.
For that there is the Mesh Data. This is a container socket for the low level data that is needed to construct a mesh (Vertex Locations and Edge/Polygon indices)
What you need is the Separate Mesh Data node and there you have your world locations as output.
Maybe the addon will break, but should be quite easy to fix then. About 90% of the code are totally indepent of the surrounding execution system, and even the execution system is mostly independent of Blenders dependency graph. I just need to be able to use handlers which call a script when the frame changes or so. And Iām pretty sure that they wonāt remove this functionality in the future.
In short: I donāt think that this addon wonāt work with a new dependency graph (In fact I hope that it works better and more stableā¦)
Hmm this doesnāt work because the curve nodes only work on the base curves you see in edit mode. The modifier is executed afterwardsā¦
This isnāt easy to fix. Maybe we need some lower level curve nodes as we have for meshes. That would mean that we have socket types for curves, splines, bezier points, ā¦
Currently the only way to get this working what you want is probably the script node.
I see, thank you very much I understand better now
Iād very much like that! Ie, to have a curve data socket, just like you have a mesh data socket. And some spline sockets (bezier, nurbs, paths, ā¦, whatever) may come in handy someday, too! :yes:
Iād be very happy to assist, however possible, in designing those sockets/nodes.
@guy lateur: Feel free to make mockups for some nodes and how they can be used in many different scenarios. I think you have way more into this topic, so some help would be cool.
Maybe you can create an issue for that on github for an a bit more focused discussion on the topic
Ok, Iāll look into that!
you guys are on a frenzy! itās fool moon or what?
I made a node (go figure!) and trying some variations, but knowing it will be the hit of the month Iām thinking not to spoil the moment for you yet ( seriously, yet another topicā¦ later)
guy? voronoy? ā¦ the force is strong with this one ā¦ wow
(as for Jacques Iād like to say ālucke, I am your userā ā¦)
on curves issues ( @guy @Jacques @julperado ā¦) :
and theblend with curve points pseudo hooks
(and the promise that Iāll study it a bit more, maybe towards script node rather than noodle soup)
Canāt see any moon, ATM ā full nor otherwise. :spin:
Very curious about your node, obviously!
Just to be clear: itās āvoronoiā.
And yes, this is a strong oneā¦
Stay in line for a good lough. Me, making node, these words together are enough of an event ā¦
voronoi or Voronoy canāt wait ā¦ till then Iāll look for taylor cause taylor have not lived in a guitar era, so he turned to math
IĀ“m having difficulties to reproduce this diagram with the actual nodes availables on the addon. Perhaps someone knows how can this be achieved?