MeshLab: Tri-face modeling open source update! New codes for Blender?

http://www.meshlab.net/

MeshLab

The open source system for processing and editing 3D triangular meshes. It provides a set of tools for editing, cleaning, healing, inspecting, rendering, texturing and converting meshes. It offers features for processing raw data produced by 3D digitization tools/devices and for preparing models for 3D printing.

And I’m going to finish this post with a question:
Would not it be nice to introduce this code into Blender?

Eh, more code to maintain, and it’s a readily available program. I say just use meshlab for meshlab things and blender for blender things.

Yup, totally in sync with birds here :yes:

@OP
Will you do it? :stuck_out_tongue:

At least do something for your own sake, learn to use it… maybe you’ll find it great or not so much - then you will have the freedom to choose & if feeling really great about it and yourself you could even donate :smiley:

Yes, am enjoying all that and more when i need it, as i need it :wink:

Meshlab is mostly 4 pointcloud reconstruction, correct me if I’m wrong, the only viable thing to integrtate could be the vertex-color support in the viewport branch, maybe could be a good GSOC project because I think it isn’t in the targets for 2.8, other than that, is more code to mantain and is already aiviable as SterlingRoth said

A Blender add-on which invokes Meshlab filters from Blender would be a big win. Meshlab has good mesh cleanup and polygon reduction operations, better than the ones Blender has. Especially since Meshlab 2016.12, where mesh reduction stopped crashing.
Going back and forth by exporting to Meshlab and re-importing is messy; Meshlab doesn’t speak “.blend”, so you have to go through Collada or .obj or something that loses Blender-specific info, like nodes.

Meshlab filters are .so objects or DLLs with a documented interface. Meshlab is really a basic UI framework that calls Meshlab filters. So it ought to be possible to hook them to Blender. But it will take work in C++ by someone who is very familiar with Blender’s internal data structures. Which I am not.

Both Blender and Meshlab are GPL-licensed, so nobody has to give permission for this to happen. Any interest?

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