Finish him!
Complete Blockality!
I'm currently working on a script for converting a mesh to a series of "lego" blocks. I've already done up a rough GUI that has given me a good idea of what features I want to include, but that's just the easy part. I'm now stuck with trying to figure out the best way to interpret a mesh on a face-by-face basis (similarly to dupli-faces) to replace a mesh's face with a lego block, but the while maintaining the absolute distances required to make the lego bricks mesh together correctly. My first question is, has this all been done before? I don't want to waste my time on something that there is already a solution or script for. The forums are so vast that I really don't have the time to scour through them for a reference to this. Secondly and assuming the first question equates to false, does anyone have any pointers or hints on how this might best be accomplished, or how to avoid any particularly dastardly pitfalls? I'm not expecting an exact example since I know you all are busy, but if you could point me in the direction of some resources that I could absorb for myself I would be greatly appreciative.
-Mike